I wondered exactly the same thing about this: bsky.app/profile/shas.... Will there be people caring enough, for the 30-40 hours I worked on it? Probably not. Was it fun for me to do it? Absolutely. And as a byproduct, now I can watch this demo that most people don't care about, but matters to me :)
04.10.2025 18:31 — 👍 0 🔁 0 💬 1 📌 0
I have more stuff queued to release, but I need permission from original authors, which I don't remember if I have (I wrote most of the ports code ~20 years ago).
20.09.2025 21:53 — 👍 0 🔁 0 💬 0 📌 0
YouTube video by shashClp
Anaconda - Myth of Orion
Final one is a high quality capture of Myth of Orion / Anaconda. www.youtube.com/watch?v=8oWe.... The previous available capture was 720/30fps, this one is 4k/60fps, which due to youtube's bitrate at 4k, makes it look pretty nice.
20.09.2025 21:52 — 👍 0 🔁 0 💬 1 📌 0
YouTube video by shashClp
Anaconda - Insane
Third one is Insane Elements / Anaconda. Code: github.com/shashClp/ins.... Capture: www.youtube.com/watch?v=Dj-N.... This not a port, just fixed the windows version to not crash, be framerate independent and a bunch of small enhancements.
20.09.2025 21:52 — 👍 0 🔁 0 💬 1 📌 0
YouTube video by shashClp
Anaconda - The Requiem
Second one is The Requiem / Anaconda. Code: github.com/shashClp/req.... Capture: www.youtube.com/watch?v=s4NC...
20.09.2025 21:52 — 👍 0 🔁 0 💬 1 📌 0
YouTube video by shashClp
Anaconda - Eunectex
First one is Eunectex / Anaconda. Code: github.com/shashClp/eun.... Capture: www.youtube.com/watch?v=cTlL...
20.09.2025 21:52 — 👍 0 🔁 0 💬 1 📌 0
A while ago I made a note to release all the code from the demos I ported from MS-DOS to Windows, and got to it a few weeks ago. These are demoscene productions from the 90s that I ported to windows, captured at high quality and uploaded to youtube, so anyone can enjoy them easily.
20.09.2025 21:52 — 👍 4 🔁 2 💬 1 📌 0
YouTube video by shashClp
Platipus / Incognita
Yesterday I released all of the work to the public (with permission of the original authors). The 4k video capture can be seen here: www.youtube.com/watch?v=mRvM...
03.09.2025 23:14 — 👍 1 🔁 0 💬 1 📌 0
Over the vacation I decided to continue a project I started 20 years ago: reimplementing the Platipus / Incognita demo graphic driver, so it would work on newer computers. I fixed a bunch of bugs, implemented a graphic driver 3 times without the original source code, and captured a 4k video :)
03.09.2025 23:14 — 👍 2 🔁 0 💬 1 📌 1
And just in case you are asking about why I am not using DX12 or Vulkan, they are a bit too much for what the project needs, this is a fixed function based RHI :)
15.08.2025 19:25 — 👍 1 🔁 0 💬 1 📌 0
I ported it to DX9 a few days ago because it was closer to the original API, but then I hit too many hard to debug issues, and today I decided to port it again to DX11, which is one of the options to get RenderDoc/PIX support. With the RHI being ~800 LOC, it is not that hard and pretty fun.
15.08.2025 19:25 — 👍 0 🔁 0 💬 1 📌 0
I'm porting someone else's RHI, written 1999 for DX7, which I don't have source code for, and that doesn't work on Windows 10 for many reasons. I have information of the entry points, so I can infer things. I ported it to OpenGL ~15 years ago, because that's what I knew by heart at the moment.
15.08.2025 19:25 — 👍 0 🔁 0 💬 1 📌 0
As it wasn't enough to port the hardware interface I am working on from DirectX7 to OpenGL 1.X, and then to DirectX9, now I am porting to DirectX11 to be able to use RenderDoc/PIX to debug the remaining issues... fun!
15.08.2025 18:48 — 👍 0 🔁 0 💬 1 📌 0
So I am now figuring out blend modes from a decompiled DirectX7 render interface, fun! (and way easier than I expected)
14.08.2025 17:39 — 👍 1 🔁 0 💬 0 📌 0
I have some other projects to fix that use DDraw indeed, but the bugs are on the Window setup code, they don't switch to fullscreen correctly :P
13.08.2025 17:24 — 👍 0 🔁 0 💬 0 📌 0
In this particular instance I don't think it will matter much (albeit, who knows), the original code was DirectX7, I did a reverse engineered OpenGL 1.x implementation, and now bringing it to DirectX9. Yes, I am doing really advanced stuff :P
13.08.2025 16:52 — 👍 0 🔁 0 💬 1 📌 0
I miss RenderDOC / PIX already, so probably porting to D3D11 once it works to a certain degree
13.08.2025 16:24 — 👍 0 🔁 0 💬 1 📌 0
Here I am, on my vacation, porting OpenGL code to DirectX9, because I need/want fixed function for now. Although I wrote 3D engines with both, it is quite the struggle to remember all the fixed function details after being used to shaders for so long :')
13.08.2025 16:22 — 👍 0 🔁 0 💬 1 📌 0
Back in 2021 I released a Vulkan sample that demonstrated adding ray-tracing to a traditional game render pipeline. Since then the code has rotted away and stopped working. So this week I finally resurrected it! Hope it will keep being a learning resource for beginners.
github.com/diharaw/hybr...
07.08.2025 18:13 — 👍 46 🔁 8 💬 2 📌 0
The Movie Mistake Mystery from "Revenge of the Sith"
Movies are handmade, and just like any other art form, sometimes the seams that hold movies together become visible to the audience. For mov...
I finally solved the mystery movie mistake in “Episode III”, and also talk about some of my favorite revealing movie mistakes from my favorite films.
The Movie Mistake Mystery from "Revenge of the Sith"
fxrant.blogspot.com/2025/04/the-...
21.04.2025 14:38 — 👍 622 🔁 133 💬 36 📌 25
Fafling worked miracles with his latest patch to fix the Saturn version of Doom, improving the game's frame rate dramatically, fixing graphical glitches and making other improvements! Read all about it in our story:
www.segasaturnshiro.com/2025/04/14/l...
#sega #saturn #segasaturn #retrogaming
14.04.2025 19:39 — 👍 21 🔁 7 💬 1 📌 1
Only 4096 bytes :P
10.04.2025 22:02 — 👍 1 🔁 0 💬 0 📌 0
Let's fill this account with a few highlights from the past
10.04.2025 21:33 — 👍 0 🔁 0 💬 0 📌 0
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.
Rendering Engineer @ EpicGames
https://pplux.github.io/
Gfx coder and chip designer. He/him/3Dlabs/Muckyfoot/RAD/Valve/Oculus/Intel/Rec Room.
mastodon.gamedev.place/web/@TomF
(twitter.com/tom_forsyth if you're nasty)
Principal Software Architect at Walt Disney Imagineering. Smugglers Run, galactic Starcruiser, Journey of Water. Previously in game industry. God of War 3, Mercenaries 2, Destroy All Humans! Love computer graphics, tools and games. Opinions are my own.
Programmer. Worked on Unity game engine 2006-2021. Now working on Blender. Primarily over at mastodon.gamedev.place/@aras
Senior Rendering Engineer on Frostbite and (very)amateur photographer
Personal opinions on gamedev, tech, and (sigh) politics. Skepticism. Science. Snark. Author (RTCD). Ex-Activision, ex-Sony, ex-Neversoft, ex-uni lecturer.
Demoscene, Games, Game development, Software Engineering, Sci Fi and movies. That sort of stuff.
synth tinkerer (plinky); midjourney; NVResearch (InstantNGP/NeRF); cofounder MediaMolecule (Dreams, LittleBigPlanet); demoscene/vj (statix/bluespoon)
Graphics Programmer, CEO at The Forge Interactive
https://theforge.dev/
https://github.com/ConfettiFX/The-Forge
Graphics/systems programmer. Previously at Unity, Media Molecule (Dreams), Sony ATG. Interested in tracing rays, distance fields, Vulkan, Rust/Zig and generally keeping GPUs running efficiently. Opinions my own.
Aussie Game Dev of 25+ years.
Principal Engineer at Riot Games.
Brews beer, plays games, lives life.
he/him
PlayStation/Render coder @ Io-Interactive Likes: electronics, code, photography, rockets. Some assembly required... A cycle saved is a cycle earned.
Rendering Architect
aka Guille / Cocoon #demoscene
tea // code // electronic music // farbrausch // revision // hamburn
Also https://abraum.social/@kb
Tech Lead at Unity Demo Team. Rendering, tech art. Lighting, VFX. Time Ghost, Enemies, The Heretic, Adam
https://twitter.com/robcupisz
Senior Principal Graphic Engineer at Infinity Ward. Previously Unity, Frostbite, Dontnod, Darkworks, Neko. http://seblagarde.wordpress.com
If it can beep, Iet’s try some zik!
Architect, Demoscener, Musician, Tracker. Chiptune, Softsynth, Electronic, Jazzy’n’Funky
Engineering Fellow at Epic Games. Author of Nanite.