Antonio Caggiano's Avatar

Antonio Caggiano

@antoniocaggiano.eu

Senior Graphics Engineer @ LunarG, musician, deeply in love with science, arts and literature.

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Latest posts by Antonio Caggiano @antoniocaggiano.eu

Vulkanised 2026: Vulkan Now and Then (for Hobbyists)
Vulkanised 2026: Vulkan Now and Then (for Hobbyists) YouTube video by Vulkan

If you wanna know if #Vulkan @vulkan.org is the right graphics api for hobby developers (tl;dr: yes), you might find an answer in my #Vulkanised 2026 talk: www.youtube.com/watch?v=Eshk...

19.02.2026 17:07 ๐Ÿ‘ 29 ๐Ÿ” 5 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Vulkanised 2026: Integrating Vulkan Ray Tracing into the Godot Engine
Vulkanised 2026: Integrating Vulkan Ray Tracing into the Godot Engine YouTube video by Vulkan

The recording of my Vulkanised 2026 talk is now live ๐ŸŽฅ

In this talk, I walk through the journey of bringing a Vulkan RT pipeline into Godot.

www.youtube.com/watch?v=HddS...

Thanks to LunarG for the opportunity and to the @godotengine.org community for the reviews and feedback.

17.02.2026 18:38 ๐Ÿ‘ 38 ๐Ÿ” 9 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
Graph showing the relative share of game engines used in Global Game Jam from 2018 to 2026.

It mainly shows a relative decrease of the Unity share from nearly 80% to 57%, while Godot grew from 1.4% to over 25%. There's a notable inflexion point in the year-on-year growth from Godot in 2024.

Graph showing the relative share of game engines used in Global Game Jam from 2018 to 2026. It mainly shows a relative decrease of the Unity share from nearly 80% to 57%, while Godot grew from 1.4% to over 25%. There's a notable inflexion point in the year-on-year growth from Godot in 2024.

The 2026 Global Game Jam #GGJ26 was last weekend, so let's take a look at their historical data for engine usage.

๐Ÿ“ˆ @godotengine.org is having a good run!

#Godot is now firmly established as the #2 engine in game jams (correlated by #GMTKJam data), rapidly closing the gap with #Unity.

03.02.2026 20:45 ๐Ÿ‘ 268 ๐Ÿ” 49 ๐Ÿ’ฌ 9 ๐Ÿ“Œ 6
I made a real PS1 game in 1.5 months
I made a real PS1 game in 1.5 months YouTube video by Elias Daler

It took me 1 month to make this video.

It's 43 minutes and it's jam packed with cool information about how I make PS1 games and how I made Yume Nikki PS.

www.youtube.com/watch?v=dsA2...

#gamedev #indiedev #psx #ps1 #yumenikki

03.02.2026 18:36 ๐Ÿ‘ 191 ๐Ÿ” 55 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 1
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My PR for a Vulkan Ray Tracing pipeline has been merged into Godot! Iโ€™m grateful to everyone in the community who took the time to review.
github.com/godotengine/...

Want to know more? I'll be talking about that at Vulkanised 2026 in San Diego on Tuesday, Feb 10, 2026!
vulkan.org/events/vulka...

28.01.2026 10:40 ๐Ÿ‘ 50 ๐Ÿ” 4 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
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New smooth clouds timelapse from the ground ๐Ÿฅฐ

#indiedev #gamedev #indiegames #screenshotsaturday

04.10.2025 10:34 ๐Ÿ‘ 215 ๐Ÿ” 26 ๐Ÿ’ฌ 11 ๐Ÿ“Œ 1

couple days late but, happy 1 month birthday block game! what a difference a month of development makes

#EniBlockGame #GameDev #ProcGen #PixelArt ๐ŸŽฎ

01.10.2025 18:58 ๐Ÿ‘ 248 ๐Ÿ” 29 ๐Ÿ’ฌ 15 ๐Ÿ“Œ 2
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New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!

zeux.io/2025/09/30/b...

30.09.2025 17:40 ๐Ÿ‘ 167 ๐Ÿ” 55 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 4
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Bevy 0.17 Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!

Bevy 0.17 is out now! It features Raytracing, Improved Observers / Events, UI Widgets, Rust Hotpatching, Light Textures, DLSS, Tilemap Chunks, Web Assets, Reflect Auto-Registration, UI Gradients, Raymarched Atmosphere, Virtual Geometry BVH Culling, and more!

bevy.org/news/bevy-0-17

30.09.2025 19:41 ๐Ÿ‘ 227 ๐Ÿ” 79 ๐Ÿ’ฌ 4 ๐Ÿ“Œ 8

a reminder that I'm still looking for work if anyone needs an engineer specialized in UI and 3D/graphics ๐Ÿ‘€

I did some pretty amazing (NDA) stuff at PlayStation, and my personal open source work is forward thinking too ๐Ÿง ๐Ÿ”ฎโœจ

29.04.2025 18:29 ๐Ÿ‘ 11 ๐Ÿ” 7 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

In qualitร  di ingegnere grafico confermo la fedeltร  di tutti i dettagli tecnici di questo video.

02.04.2025 19:09 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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10.03.2025 13:07 ๐Ÿ‘ 5727 ๐Ÿ” 692 ๐Ÿ’ฌ 35 ๐Ÿ“Œ 12

Approvato!

10.03.2025 13:29 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Secondo me, singola, ma con font piรน grande.

10.03.2025 08:47 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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๐Ÿซฃ

08.03.2025 23:45 ๐Ÿ‘ 6158 ๐Ÿ” 1055 ๐Ÿ’ฌ 34 ๐Ÿ“Œ 17

Introduction to Computer Graphics course notes touching upon topics such as rasterisation, PBR, raytracing, image and geometry processing and fluid simulation perso.liris.cnrs.fr/nicolas.bonn...

29.01.2025 20:53 ๐Ÿ‘ 54 ๐Ÿ” 13 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 1
A screenshot of Papel Mojado, a game made with the nCine.

A screenshot of Papel Mojado, a game made with the nCine.

Our game from the Global Game Jam 2025, made with the help of @cominu.bsky.social and the power of the nCine! ๐Ÿ’ช

globalgamejam.org/games/2025/p...

28.01.2025 00:24 ๐Ÿ‘ 6 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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TinyBVH has been updated to 1.2.5 on main. New:
TLAS/BLAS construction and traversal, for single and double precision BVHs, and including a brand new GPU demo: See the attached real-time footage, captured at 1280x720 on an NVIDIA 2070 laptop GPU.
#RTXoff
github.com/jbikker/tiny...

16.01.2025 13:26 ๐Ÿ‘ 50 ๐Ÿ” 9 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0
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UID changes coming to Godot 4.4 Godot's resource UID system is changing to better support scripts and shaders. Read on to know what's required on your part to fully benefit from it.

Godot's resource UID system is changing to better support scripts and shaders. Find out everything you need to know in our blog:

#GodotEngine
godotengine.org/article/uid-...

15.01.2025 10:45 ๐Ÿ‘ 745 ๐Ÿ” 85 ๐Ÿ’ฌ 23 ๐Ÿ“Œ 7
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godot-raytracing-gdscript-demo/raytraced_ambient_occlusion.glsl at compositor ยท Fahien/godot-raytracing-gdscript-demo A Godot Raytracing GDScript demo. Contribute to Fahien/godot-raytracing-gdscript-demo development by creating an account on GitHub.

I interpolate vertex attribs.
github.com/Fahien/godot...

05.01.2025 15:23 ๐Ÿ‘ 4 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Smooth normals implemented over the weekend. ๐Ÿค“

05.01.2025 14:12 ๐Ÿ‘ 14 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

@gameengines.bsky.social
I would like Godot please!

02.01.2025 11:24 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Godot GDScript ambient occlusion demo accelerated with the Vulkan raytracing pipeline.

Godot GDScript ambient occlusion demo accelerated with the Vulkan raytracing pipeline.

Godot GDScript ambient occlusion demo accelerated with the Vulkan raytracing pipeline.

Fun has just begun!

31.12.2024 17:21 ๐Ÿ‘ 12 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 1

I figured it out! Godot compresses some geometries when importing Sponza, so some positions are packed into rgba16.

I am not sure whether Vulkan acceleration structure building supports that so, sorry, do not compress please.

29.12.2024 14:52 ๐Ÿ‘ 15 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
A weird black box in the middle of the scene

A weird black box in the middle of the scene

The plot thickens. What's this?

29.12.2024 11:48 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Godot GDScript Raytracing demo

Godot GDScript Raytracing demo

Improving my #Godot GDScript #Vulkan raytracing demo, I finally managed to fix some validation errors and visualize normals properly. Some geometries are missing though. ๐Ÿค”

28.12.2024 15:52 ๐Ÿ‘ 10 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 1
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A collage of different test scenes I used in my raytracer. Gotta admit I'm quite happy with it ๐Ÿฅฐ

25.12.2024 14:49 ๐Ÿ‘ 77 ๐Ÿ” 4 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
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The tinybvh sample wavefront path tracer now supports specular materials. :) Never stops being amazing, just look at those caustics on the floor that appeared out of nowhere. Path tracing is such a cool toy.

20.12.2024 12:17 ๐Ÿ‘ 33 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Convert resource usage to string by Fahien ยท Pull Request #100399 ยท godotengine/godot Improve error message by converting resource usage values to a human-readable string.

My contribution to Godot! ๐Ÿฅณ
(not raytracing.. yet!)
github.com/godotengine/...

20.12.2024 11:53 ๐Ÿ‘ 8 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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I'm late for ~7 months, but I've finally published my C++ & WebGPU raytracer on GitHub! I've tried to keep the code fairly commented and readable.

It works pretty well, but I've never managed to make refractions work with VNDF. Maybe another time :)

github.com/lisyarus/web...

18.12.2024 13:18 ๐Ÿ‘ 140 ๐Ÿ” 24 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0