Emilio López's Avatar

Emilio López

@redorav.bsky.social

Senior Graphics Programmer R* Also Hangar 13, Playground, Tt Games Dei/Deum Views/opinions my own, obviously

587 Followers  |  152 Following  |  11 Posts  |  Joined: 09.09.2024  |  1.5667

Latest posts by redorav.bsky.social on Bluesky

Happy new year! HLSL++ celebrates the 999 star milestone. Full WASM support was added recently, and I'm slowly working towards adding emulation for Texture2D, so one can sample textures CPU side. Development is slow but constant! github.com/redorav/hlslpp

04.01.2026 12:42 — 👍 10    🔁 0    💬 0    📌 0

Thank you for your comment, we put in a great effort into it, SSR will always look bad in many situations but when it looks good, it can be great!

14.07.2025 09:48 — 👍 2    🔁 1    💬 1    📌 0

Yep I was promised that it would get released but eventually I left and that never got anywhere. A real shame, everyone put in so much effort into the game and the presentation shows aspects of every system and contributions

14.07.2025 09:47 — 👍 2    🔁 1    💬 0    📌 0
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GitHub - redorav/hlslpp: Math library using HLSL syntax with multiplatform SIMD support Math library using HLSL syntax with multiplatform SIMD support - redorav/hlslpp

HLSL++ reached the 900 star milestone! Almost there for 1024. I recently added the interop namespace, got a new computer too with AVX512 and been playing with float4x4 as a nice __m512, it's very niche but I'm having a lot of fun and learning. github.com/redorav/hlslpp

28.06.2025 22:06 — 👍 18    🔁 3    💬 0    📌 0
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The Art Of Packing Data The packing of data is good practice for many reasons, including disk space and efficient RAM or cache access. If we know the meaning of data we can often narrow down the range and precision, makin…

I have a new article! It took a long time but I think it was worth it, hopefully you'll enjoy it too. www.elopezr.com/the-art-of-p...

Many thanks to @vassilis3d.bsky.social, @mokarakaya.bsky.social‬
and @angelortiz.bsky.social‬ for the help and encouragement

16.06.2025 18:42 — 👍 48    🔁 21    💬 1    📌 0
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Animation by Les Clark* | Fantasia (1940)

#penciltest #sakuga #genga #2danimation

07.02.2025 18:00 — 👍 92    🔁 20    💬 0    📌 0
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Hi! #PortfolioDay I'm Fabi, I am an enviroment pixel artist (mainly) and I like drawing fantasy landscapes

Currently available for work!

14.01.2025 12:58 — 👍 692    🔁 150    💬 9    📌 2
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GitHub - redorav/hlslpp: Math library using HLSL syntax with multiplatform SIMD support Math library using HLSL syntax with multiplatform SIMD support - redorav/hlslpp

Unexpected so soon but hlsl++ has reached 700 stars. github.com/redorav/hlslpp The vector at Tt was called NuVec3/4. Accessing components was myVec.GetX().AsFloat() or SetX(). Cumbersome and mixed free and object functions. But, it's where I encountered and learned SIMD

06.12.2024 11:39 — 👍 6    🔁 0    💬 1    📌 0
Rendering Tiny Glades With Entirely Too Much Ray Marching
YouTube video by Graphics Programming Conference Rendering Tiny Glades With Entirely Too Much Ray Marching

Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024:

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

It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.

05.12.2024 02:19 — 👍 454    🔁 108    💬 15    📌 9
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GitHub - redorav/hlslpp: Math library using HLSL syntax with multiplatform SIMD support Math library using HLSL syntax with multiplatform SIMD support - redorav/hlslpp

HLSL++ reached 600 stars today. I started the project because I didn't like the interface of the math library we had at Tt. I understand why though, it's a lot of effort. Thank you to everyone who finds it useful and contributed.
github.com/redorav/hlslpp

19.11.2024 09:14 — 👍 53    🔁 9    💬 0    📌 0
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Added a small section to osor.io/OIT about a neat way to avoid self-occlusion when sampling transmittance 😊 It came up in conversation enough times that it's worth updating instead of waiting for a new post ❤️

Also, some peeps asked for a clip with less & slower spheres intersecting so here it is! 🙏

16.11.2024 20:23 — 👍 31    🔁 3    💬 0    📌 0

Yeah I think you'll find issues as soon as you try to interoperate with other libraries that do use the stl. If you can control that, it's probably ok. One of those quirks of C++ where something that should have been a language feature is instead a library implementation with compiler magic

15.11.2024 16:57 — 👍 2    🔁 0    💬 0    📌 0

Maybe use afore and beyond?

15.11.2024 16:54 — 👍 1    🔁 0    💬 0    📌 0

Things like initializer_list, stddef or stdint proved to be quite difficult to ignore. Windows headers are possible to ignore because the API is so stable but I doubt Linux structures can be forward declared trivially

15.11.2024 13:45 — 👍 1    🔁 0    💬 1    📌 0

I'm reaching that point in life where the urge to write my own STL replacement is too strong.

C++20, fairly minimal, a good hash map, arena allocator support. Zero includes excluding my own.

Let's see how it goes!

10.11.2024 16:35 — 👍 49    🔁 1    💬 9    📌 1
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GitHub - redorav/crstl: STL whose aim is to compile fast, run fast, and be clear to read STL whose aim is to compile fast, run fast, and be clear to read - redorav/crstl

I had a go at my own stl here: github.com/redorav/crstl I found that some includes you cannot avoid and there's some hackery involved sometimes. I'm really curious to see where you arrive in terms of this

15.11.2024 11:57 — 👍 2    🔁 1    💬 1    📌 0

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