A colleague sent me this: www.youtube.com/watch?v=8jVo...
No further comments needed, it's **very** good.
I've seen some of his videos in the past, but I missed this one. Glad I saw it.
A colleague sent me this: www.youtube.com/watch?v=8jVo...
No further comments needed, it's **very** good.
I've seen some of his videos in the past, but I missed this one. Glad I saw it.
New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs
"Order and disorder." probably my last take at #genuary26, uses a 3D pathfinder to go from neatly ordered stacks to a random layout. #genuary2615
BTW, I'm available for freelance work (2 days a week for now).
HIRE ME, I'm GOOD (& CHEAP! π)
also ok with collabs, mentoring, Q&As, AMA...
Our bands new music video. www.youtube.com/watch?v=d1yu...
All the presentations slides of the Graphics Programming Conference 2025 are up #GPC2025
graphicsprogrammingconference.com/archive/2025/
Went to see the latest Avatar (HFR) with my boy and...: Does my gamer/gfx brain see fps differenty then Cameron's brain?
The movie is both 24 and 48fps, it jumps between and this switch makes 24fps look extremely laggy! It looks so disturbing that some people MUST perceive fps differently then me.
My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
Great read: "Video Game Blurs (and how the best one works)" blog.frost.kiwi/dual-kawase/
This is Sektori! A twin-stick shooter I've been making (and documenting the journey) since April 2021. And it finally launched TODAY on Steam, PS5 and Xbox! Here's a fresh launch trailer, all shares highly appreciated. More game info in replies.
#indiegame #ps5 #xbox #steam #indiedev #gamedev
...and right file size.
I've been avoiding news since June. I'm totally unaware of how scared and angry I should be.
Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow:
blog.selfshadow.com/publications...
Looking forward to my first ever Siggraph next week! Who's around? Who wants to have a drink? What are you looking forward to catch at the conference? See you soon!
WUNDERLUST by Gray Marchers graymarchers.github.io/wunderlust/W...
Pretty cool! Boys are on a winning streak. :)
Awesome!
I'll be at Siggraph Vancouver this year. Anyone else going?
Lighting decomposition. The six panes show different parts of the baked and runtime lighting.
A roof tile texture compression example. An RGB diffuse texture and a normal map are both compressed to a 16-color palette image in a way that palette indices are shared. Therefore the actual image data has to be stored just once at 4 bits per pixel.
A new blog post on our N64 demo: 30fps.net/pages/palett...
It explains the normal mapping technique and how baked lighting was stored and composited at runtime. Also reveals what a hack the specular effects were!
New blog post! "Load store conflicts", in which we look at some performance sensitive code that has surprisingly dramatic performance swings based on the compiler and the microarchitecture used. Reposts appreciated!
zeux.io/2025/05/03/l...
or even "do" say
but what does they say?
Those progressive switches π€
Made this Android-demo ten years ago : www.youtube.com/watch?v=rq1v... (music by @gloom303.com)
Our band released a music video.
youtu.be/iv_qih9YgSY?...
New episode Solstice - 5: Forgotten Archives is now available on youtube!!
youtu.be/Gl2hTmgG18k
Wasn't this exactly what @freya.bsky.social tried to find via google? :D
In case you ever need to work with GLTF(GLB) this will come handy. Found it here github.com/gltf-rs/gltf here's a pdf version: www.khronos.org/files/gltf20... and I think this originate here : github.com/javagl/gltfO...
I got tired of people relying on other people's code to build demos (or games for that matter) so here's a tutorial in 40 steps and ~400 lines of C++ on how to build a renderer (with music) in DX11:
gargaj.github.io/demos-for-du...
New dithering method dropped
I call it Surface-Stable Fractal Dithering and I've released it as open source along with this explainer video of how it works.
Explainer video:
www.youtube.com/watch?v=HPqG...
Source repository:
github.com/runevision/D...
#gamedev #vfx