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
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
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
Animation by Les Clark* | Fantasia (1940)
#penciltest #sakuga #genga #2danimation
07.02.2025 18:00 — 👍 92 🔁 20 💬 0 📌 0
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
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
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
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
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
Expert Domain Architect at Mercedes-Benz, rendering & performance.
Formerly EA Criterion, Electric Square.
Added bugs to Sniper Elite 5, NFS Unbound and some other things.
Senior SWE - DirectX rendering backend at Unity. Previously Varjo, Wargaming, Blend4Web.
Opinions and thoughts are my own, etc.
Web: https://gusperez.com; Music: https://9u5p.com;
Work: Dir. of Engineering, Visual Studio, Microsoft;
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Freelance & Consulting work.
Photogrammetry
Environmental tech artist
GFX & rendering historian
http://www.artstation.com/makram
https://mastodon.gamedev.place/@makram
Ex-SIE R&D West SDK Game Tech: PhyreEngine, SDK, Sharing VR. Father, Programmer, Player. My views! Also @dickyjim@mastodon.gamedev.place
Chief Engineer, Fable @ Playground Games. Views are mine. Personal account. Previous works: DIRT 5, a number of Lego games, Sonic Racing Transformed. Loves FFXI and Japanese retro videogames!
Senior Graphics Programmer @ Digital Extremes. Previously ZeniMax Online, WB
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Engineering Fellow at Epic Games. Author of Nanite.
43 years of programming games; from Vic-20 to PS5! The LEGO game guy, The Ocean Loader Guy. 56 shipped titles, 240M sales. Retro Game Code archiver/documenter. Happy Chappy. Occasional Magician. Typography snob. BAFTA member.
Graphics Programmer at Rockstar North
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Graphics programmer @ Ice-Pick Lodge, IIDX enjoyer & lousy shitposter. There's barely anything professional on this account. Greatly dislike the current invasion of ukraine.
Activision, previously at Unity, Bungie, AMD/ATI
all opinions my own.
Real-Time Rendering Enthusiast. But let's be honest - all rendering. and some ML.
Graphics programmer wannabe | Student @ Istanbul Technical University
Pretends to be a Graphics Programmer, multiplying by -1.0f. I like video games and people who make them. Ex R*. Helped out a little bit with Horizon Remaster and TLOU2 port. All opinions are my own and not rated by the ESRB. He/him.
Game audio and synthesis. Code and music. GenX-er. He/him. Subi on the Demoscene. Also the Korg M1 piano gives me ASMR.
Senior Graphics Programmer at Rockstar North
Opinions are unfortunately my own
Senior Rendering Engineer on Frostbite and (very)amateur photographer
Just for announcing articles published in the Journal of Computer Graphics Tools, a diamond open access (free for all) journal at https://jcgt.org
Morgan McGuire - Gone Sailing! Now on the Salish Sea.
Known for Roblox, NVIDIA, Pasteur Labs, Graphics Codex, Markdeep, G3D, Skylanders, E Ink, Titan Quest, Vicarious Visions, Unity, Activision, Williams, Waterloo, Quadplay, Computer Graphics
Real-time rendering engineer @nvidia. Computer graphics @penn.