We have a new 3D AVBD Web Demo for our "Augmented Vertex Block Descent" method. Thanks, Chris Giles!
Try it yourself:
graphics.cs.utah.edu/research/pro...
Source code available.
We have a new 3D AVBD Web Demo for our "Augmented Vertex Block Descent" method. Thanks, Chris Giles!
Try it yourself:
graphics.cs.utah.edu/research/pro...
Source code available.
it appears that desktop versions suffer from this too :(
compute shaders are fascinating
#glsl #shader #graphics #computergraphics #graphicsprogramming #gamedev #realtime #screenshotsaturday
Terrific. Is this using a custom engine?
I've got a simple level editor working for my Software Rendered 3D Game
bypassing the fixed-function vertex input stage feels nice
HIP Threads lets C++ teams offload CPU hotspots to AMD GPUs by making minor changes to your existing multithreaded C++ code:
โ๏ธ No kernel rewrites, no GPU expertise required.
๐๏ธ Just map threads and see real speedups in days.
๐ Learn more: gpuopen.com/learn/hip-th...
why don't people just do this type of inlining when it comes to the graphics pipeline?
My weekend plans? Binging the Vulkanised 2026 session videos
Great thanks to @khronos.org for getting these out!
youtube.com/playlist?lis...
Using ReSTIR to importance sample the brightest pixels on an image
www.shadertoy.com/view/XfycWw
My dynamic water system is currently somewhat independent of the large-scale water created at world generation, which leads to some fun stuff like creating a layer of water...underneath existing water ๐
#indiedev #gamedev #indiegames
polar hue w/ some tricks
per-channel gradient
R: Cubic Hermite
G: Trigonometric
B: Exponential
easing functions are cool
I built a sculpture for Burning Man.
Making a #WebGPU implementation of Lucas Alber's Markov Chain Path Guiding GI paper
reminds me of the bouncing dvd logo in the late 90s
some more experiments with shading functions
simple sine fractal
well, that's a good excuse
ue5 approx soft body (non Niagara)
WATER
SIMULATION
IS
WORKING!!!
It's extremely non-optimized, and there are still some glitches, and of course the rendering is very temporary, but IT'S WORKING!
#indiedev #gamedev #indiegames
Bevy 0.18 is out now!
It features Atmosphere Occlusion and PBR Shading, Generalized Atmospheric Scattering Media, Solari features, PBR Fixes, Font Variations, Automatic Directional Navigation, Fullscreen Materials, Cargo Feature Collections, Camera Controllers, and more!
bevy.org/news/bevy-0-...
it turns out not yet: gitlab.com/libvirt/libv...
My "How to Vulkan in 2026" @vulkan.org #Vulkan guide is now publicly available at www.howtovulkan.com
I still consider it a preview, though I'm mostly happy with it and only plan on changing minor things and incorporating some feedback.
I just released my video about the engine (and game) I've been working on.
The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible.
Link in the reply!
This is my first YouTube video and it took forever - please repost!
i can imagine nvidia devs who are working on vulkan drivers absolutely ignoring most of the "low-level" parameters just because who cares
who says you can't take a pointer to an rvalue in c? it's always been possible since c99
i should read the wayland spec top to bottom one day ๐ค