This is gonna ruin a Mario64 speedrun
This is gonna ruin a Mario64 speedrun
Thank you so much :D
Oh shit this looks awesome
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Little quality of life improvement. Pudu renderer now fallback to this 16x16 Pudu pixel art when there's a shader error instead of crashing miserably as it used to #vulkan #shader #indiedev #gamedev #shaders #pudu
Shaders hot-reload + little lighting debug functions using slang compiler api #shaders #vulkan #gamedev #indiedev
Little milestone. I added input support! #indiedev #gamedev #shaders #vulkan
Saw that "The Witcher 4" UE5 tech demo with the voxel trees for fast rendering at a distance?
I figured... that should be easy to do in TinyBVH. :) So now TinyBVH can do voxel meshes. Attached video: CPU-only, switching between BVH and voxels.
Code in tiny_bvh_foliage.cpp: github.com/jbikker/tiny...
Got an IBL implementation working. All luts are generated and cached during launch. There are many optimizations to do but wanted to get it working first.
been out of media for a while but I'm still working on this! Still super WIP but i've been working on a PBR implementation. I had to add a couple of features and changes to do it the way I want it. Among the most important changes is the streamline of Compute dispatches and render textures. #gamedev
instead of being productive and finishing up my compute shader radiance cascades, I implemented 3D radiance cascades in blender geometry nodes
Throw back to over 2 years ago?!
At that time I was developing a real-time paint stroke post-processing package for Unity. I moved on because some of the tech + learning in that unlocked an even cooler rendering pipeline that I'm using in our current game.
#gamedev #unity #realtimevfx #techart
WIP lil watercolor sketch just for fun
I'm thrilled to share a new JCGT paper, "GPU Friendly Laplacian Texture Blending." It uses simple image processing and computational photography techniques to smoothly blend/layer textures and materials while preserving local contrast and texture details without ghosting or over-blurring. 1/3
Definitely worth it for what I want to make. Building the acyclic graph and auto layout transitions was the most painful part. I had to abstract a lot of stuff for it to work (tho is not needed) This article served me as a great reference. Hope it helps :) godotengine.org/article/rend...
Playing a bit with SSR. I'll need to do some tonemap for the hdr sky #indiedev #gamedev #vulkan
Playing a bit with SSR. I'll need to do some tonemap for the hdr sky #indiedev #gamedev #vulkan
Gamecube Controller #gamecube #lowpoly #pixelart
Test diorama is taking shape. Did a simple point cloud importer for the grass buffer #vulkan #gamedev #indiedev
Setting this one up next week ๐ฅฐ
2 doodles on a bright red background of Richter Belmont and Maria Renard from the show Castlevania Nocturne. Richter is a muscular young man with short brown hair wearing a white headband and blue clothes. Maria is a young girl with long wavy blonde hair and pink clothes with white sleeves and a green cloth wrapped around her waist.
[ #Castlevania | #CastlevaniaNocturne | #RichterBelmont | #MariaRenard ]
Humbly offers you these castlevania doodles to express my love for this show
Bella (ยฌ_ยฌ)
Sneak peek of a lil diorama I'm doing to stress test Pudu renderer workflow #shaders #gamedev #graphics #vulkan
Sneak peek of a lil diorama I'm doing to stress test Pudu renderer workflow #shaders #gamedev #graphics #vulkan
Ended up managing shared descriptor sets by fetching and injecting them into shaders at compile time using the slang compilation API.
Some tests of indirect drawing for generating and render the grass. Shadow map is gone because the grass descriptor is not using it. I still need to figure out a clean way of define and set "global" descriptor sets
I plan to open source it once it gets more robust and with less duct taped code!
I'm trying to keep the API as simple as possible. Here is a snippet on how to set up a simple forward renderer with a depth-prepass. My goal is to have a framework to do simple rendering/art experiments
Been working on a Vulkan renderer using C++ as a learning exercise during my free time. Current features:
- gltf-ktx & Slang support
- Cubemaps
- Framegraph - auto memory barriers
- Auto generated descriptor sets/pipelines & bindings
- Postprocessing
- shadow map
- Slang support
updates in ๐งต :)
I'm trying to keep the API as simple yet flexible as possible. This is for example a snippet of how the renderer set up the render passes. Synchronization is handled automatically by the frame graph.