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 — 👍 45 🔁 9 💬 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 — 👍 620 🔁 131 💬 35 📌 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
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 mostly 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). Day job: VP Central Tech @ Activision.
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.