y'ever see my blog post about Max Payne 2's character shadows? got some good Remedy dev scoops in there
www.joewintergreen.com/dev-scoops-m...
20.07.2025 14:10 โ ๐ 222 ๐ 43 ๐ฌ 2 ๐ 1
YouTube video by Academy Software Foundation
Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
Brief introduction to a number of OIT techniques: "Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows" www.youtube.com/watch?v=wXSJ...
03.09.2025 19:54 โ ๐ 47 ๐ 11 ๐ฌ 0 ๐ 0
Following the same logic, it would be better to remove all but one camera to avoid contention/ambiguity
02.09.2025 06:12 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
GitHub - SergeyMakeev/ArcadeCarPhysics: Arcade Car Physics - Vehicle Simulation for Unity3D
Arcade Car Physics - Vehicle Simulation for Unity3D - SergeyMakeev/ArcadeCarPhysics
Thatโs wild - over 5 years ago I was just toying with the idea for arcade car physics to capture that arcade feelโฆ and today a game on Steam is about to release using that code ๐
Here's my racer code
github.com/SergeyMakeev...
The game that using it
www.ulule.com/highwaytoheal/
16.05.2025 03:33 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0
Highway to Heal, Drive Fast & Take Care of Adorable Folks!
An open-world arcade driving adventure PC game set in a climate-friendly future city.
๐ Highway to Heal's crowdfunding campaign is live!
๐ ulule.com/highwaytoheal
๐ Sharing is caring!
#crowdfunding #highwaytoheal #indiegame #gaming
13.05.2025 16:27 โ ๐ 30 ๐ 24 ๐ฌ 1 ๐ 3
In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same.
The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
05.12.2024 22:11 โ ๐ 707 ๐ 106 ๐ฌ 11 ๐ 9
video game dev. weird west, influx redux, much much more
buy influx redux: https://store.steampowered.com/app/867150/InFlux_Redux/
internet blog on the internet: https://www.joewintergreen.com/
friendly dev chat: http://discord.gg/TyexPhe
he/him
Currently making geometry tools and algorithms at Epic Games.
https://jimmylands.com/
https://howtobeatree.com/
https://jimmylands.com/experiments/kissing/
FREEZE64ยฎ - The worldโs best selling #Commodore64 printed โzine featuring interviews|reviews|cheats Buy/Subscribe @ http://FREEZE64.com #C64 #C64Mini ๐น๐บ
Graphics Programming | Computational Geometry | Procedural Generation
bowerbyte.com
hi hemlo i develop videogames and draw (sometimes)
my games: https://samael-kethill.itch.io
Building a new renderer at HypeHype. Former principal engineer at Unity and Ubisoft. Opinions are my own.
๐ฅ Indie Video Game Creation Studio based in Bordeaux, France.
๐ Highway to Heal, Drive Fast and Take Care of Adorable Folks!
Demo here : https://store.steampowered.com/app/2213710/Highway_to_Heal/
๐ฅ Pawarumi, a Neo-Aztec Shoot'em Up!
Avid reader, computer graphics fan and atmospheric jungle beats enjoyer. Demoscene: cce/Peisik.
Blog at https://30fps.net/
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
๐ฎ Game Product/Project Manager
๐นDid Rendering and Psychophysics
๐นCo-founder of Montreal ACM SIGGRAPH
๐น1/3rd Shinies and Shadows
@Quantic Dream
xRoblox, xUnity
She/Her
Ramblings of an ADHD-fueled programmer. I write code to push limits & raise the bar! Currently working on the Roblox game MURDER LABS.
(โค๏ธ @mochispirit.bsky.social)
Principal Graphics Programmer at Bit Reactor. Previously Deviation, Hi-Rez, Sucker Punch, Tripwire, CCP
Washed-up renderologist working on #TinyGlade with @anopara.bsky.social; ยฝ of Pounce Light, ยฝ making sense ยฝ the time; he/him; ๐ฆ
Itโs Ryan from Twitter! Former Epic Games Engineering Fellow, now an intern at Gradientspace Corp (gradientspace.com). Invented Modeling Mode, Geometry Script, Autodesk Meshmixer, some other stuff. PhD in Computer Shapes. Also mastodon.gamedev.place/@rms80
Superluminal (superluminal.eu) is a user-friendly CPU sampling profiler for C/C++, Rust & .NET on Windows, Xbox One, Xbox Series X, PlayStation 4, and PlayStation 5.
Senior Rendering Programmer at Sony Santa Monica Studio
๐ท http://instagram.com/jendrikillner/
๐ https://www.jendrikillner.com
Graphics โฉ Vision, Electronic Elsewheres. AI-Mediated Reality & Interaction Research @ NVIDIA; previously: Omniverse XR and Robotics, much before that VR, VFX & TV.
Thinkpiece Piรฑata & Artist inbetween.
Opinions? No
๐Brooklyn/TLV
https://omershapira.com
Previously: technical fellow at Roblox
meshoptimizer, pugixml, volk, calm, niagara, qgrep, Luau
https://github.com/zeux
https://zeux.io
Head of Rendering @ Pacific Light & Hologram
~30 games/engines/platforms including Fable, Splinter Cell, Total War, Dauntless, No Mans Sky, DeepMind Lab.
Lionhead/Microsft, Ubisoft, Google/DeepMind, SEGA, etc.
https://donw.io
https://github.com/Celtoys/
โข Creator of Radical Pie equation editor, Slug Library, C4 Engine
โข Math / gamedev author
โข Geometric algebra researcher
โข Former Naughty Dog, Apple, Sierra