Josรฉ Hojaverde's Avatar

Josรฉ Hojaverde

@hojaverde

I like tech, art, and oranges ๐ŸŠ Senior Tech Artist . Former Eidos/Square-Enix Mtl From ๐Ÿ‡จ๐Ÿ‡ฑ๐Ÿž๏ธ like Pedrito Pascal

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19.10.2024
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Latest posts by Josรฉ Hojaverde @hojaverde

This is gonna ruin a Mario64 speedrun

11.09.2025 16:00 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Thank you so much :D

01.07.2025 15:27 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Oh shit this looks awesome

30.06.2025 20:06 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Auto hotreload now with filewatch!

30.06.2025 15:45 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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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

29.06.2025 01:34 ๐Ÿ‘ 7 ๐Ÿ” 3 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
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Shaders hot-reload + little lighting debug functions using slang compiler api #shaders #vulkan #gamedev #indiedev

24.06.2025 20:21 ๐Ÿ‘ 12 ๐Ÿ” 3 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Little milestone. I added input support! #indiedev #gamedev #shaders #vulkan

19.06.2025 00:49 ๐Ÿ‘ 10 ๐Ÿ” 2 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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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...

13.06.2025 15:01 ๐Ÿ‘ 95 ๐Ÿ” 13 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0
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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.

06.06.2025 21:55 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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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

30.05.2025 22:52 ๐Ÿ‘ 2 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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instead of being productive and finishing up my compute shader radiance cascades, I implemented 3D radiance cascades in blender geometry nodes

21.03.2025 19:28 ๐Ÿ‘ 119 ๐Ÿ” 17 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0
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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

02.03.2025 04:25 ๐Ÿ‘ 62 ๐Ÿ” 11 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0
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WIP lil watercolor sketch just for fun

21.02.2025 12:38 ๐Ÿ‘ 4 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

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

19.02.2025 18:00 ๐Ÿ‘ 132 ๐Ÿ” 35 ๐Ÿ’ฌ 8 ๐Ÿ“Œ 1
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GPU synchronization in Godot 4.3 is getting a major upgrade Say goodbye to placing barriers, hello to the new acyclic graph

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...

18.02.2025 02:53 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Playing a bit with SSR. I'll need to do some tonemap for the hdr sky #indiedev #gamedev #vulkan

16.02.2025 22:50 ๐Ÿ‘ 7 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Playing a bit with SSR. I'll need to do some tonemap for the hdr sky #indiedev #gamedev #vulkan

16.02.2025 22:50 ๐Ÿ‘ 7 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Gamecube Controller #gamecube #lowpoly #pixelart

15.02.2025 22:57 ๐Ÿ‘ 597 ๐Ÿ” 124 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
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Test diorama is taking shape. Did a simple point cloud importer for the grass buffer #vulkan #gamedev #indiedev

11.02.2025 04:33 ๐Ÿ‘ 12 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Setting this one up next week ๐Ÿฅฐ

23.01.2025 21:21 ๐Ÿ‘ 3 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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.

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

22.01.2025 17:13 ๐Ÿ‘ 640 ๐Ÿ” 173 ๐Ÿ’ฌ 5 ๐Ÿ“Œ 0
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Bella (ยฌ_ยฌ)

18.01.2025 14:49 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Sneak peek of a lil diorama I'm doing to stress test Pudu renderer workflow #shaders #gamedev #graphics #vulkan

18.01.2025 12:13 ๐Ÿ‘ 7 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Sneak peek of a lil diorama I'm doing to stress test Pudu renderer workflow #shaders #gamedev #graphics #vulkan

18.01.2025 12:13 ๐Ÿ‘ 7 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Ended up managing shared descriptor sets by fetching and injecting them into shaders at compile time using the slang compilation API.

08.01.2025 03:27 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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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

01.01.2025 21:43 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I plan to open source it once it gets more robust and with less duct taped code!

27.12.2024 18:59 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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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

27.12.2024 13:41 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
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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 ๐Ÿงต :)

27.12.2024 13:37 ๐Ÿ‘ 30 ๐Ÿ” 3 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0
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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.

16.12.2024 14:23 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0