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Lucas

@luckylights.bsky.social

I build game engines, and render pretty frames πŸ±πŸ‚ Now: Principal Engine/Render Dev @ Axolot Games Past: Acne Play, Autodesk/Bitsquid, Tocaboca, Embark… Yes I’m dyslexic…

57 Followers  |  113 Following  |  72 Posts  |  Joined: 19.11.2024  |  1.7977

Latest posts by luckylights.bsky.social on Bluesky

Shared pointers are just null pointer dereferences with extra steps.

12.02.2026 12:38 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

The things we have, are the things we are going too have

13.01.2026 20:44 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Refracted shadows through stained glass.

30.12.2025 19:30 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
STOP DOING SHADERS

GPUs WERE NOT SUPPOSED TO RUN CODE

YEARS OF GRAPHICS yet NO REAL-WORLD USE FOUND for doing PER-PIXEL TRANSFORMATIONS

Wanted to do it anyway for a laugh? We had a tool for that: It was called "SOFTWARE RENDERING"

"Yes please give me error C6002: Instruction limit exceeded. Please give me GL_INVALID_OPERATION" - Statements dreamed up by the utterly Deranged

LOOK at what Graphics Programmers have been
demanding your Respect for all this time:
(This is REAL Graphics done by REAL Programmers):

shaders triangle example from learnopengl.com - ?????
lighting glsl example from learnopengl.com - ???????
"selfie girl" by Inigo Quilez, rendered entirely with SDF primitives, not triangles - https://www.shadertoy.com/view/WsSBzh, https://www.youtube.com/watch?v=8--5LwHRhjk - ??????????????????????

"Hello i would like NORMALMAP.PNG please"
They have played us for absolute fools

STOP DOING SHADERS GPUs WERE NOT SUPPOSED TO RUN CODE YEARS OF GRAPHICS yet NO REAL-WORLD USE FOUND for doing PER-PIXEL TRANSFORMATIONS Wanted to do it anyway for a laugh? We had a tool for that: It was called "SOFTWARE RENDERING" "Yes please give me error C6002: Instruction limit exceeded. Please give me GL_INVALID_OPERATION" - Statements dreamed up by the utterly Deranged LOOK at what Graphics Programmers have been demanding your Respect for all this time: (This is REAL Graphics done by REAL Programmers): shaders triangle example from learnopengl.com - ????? lighting glsl example from learnopengl.com - ??????? "selfie girl" by Inigo Quilez, rendered entirely with SDF primitives, not triangles - https://www.shadertoy.com/view/WsSBzh, https://www.youtube.com/watch?v=8--5LwHRhjk - ?????????????????????? "Hello i would like NORMALMAP.PNG please" They have played us for absolute fools

22.12.2025 19:00 β€” πŸ‘ 9    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0
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Revived my 2017 dell XPS 15. The #omarchy experience has been amazing. Perfect weekend project.

Love this laptop to death, the 4k screen and the keyboard is amazing, but years of windows updates hade left it unusable.

16.11.2025 12:00 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I been thinking, is the big thing that’s going to be hard for AI-generated games gong to be multiplayer?

12.11.2025 17:53 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I would say both.

You can be creative with no pre multiple, store color where there is no, combine alpha values based on depth intersections and retain color balance when combine OIT for ex particles.

But if it’s let’s say gui, I go PMA for simplicity.

25.10.2025 10:44 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

shounds awesome! havent implement jump flood my self, will check it out. Sounds like you can do summations durring fill? cool stuff

21.10.2025 10:32 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Fascinating! Are you cone steeping the "depthmap" from the first post? If so nice, and how dos flooding filling help you generate the cone ratio?

21.10.2025 07:11 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I guess if it is hlsl you can slap ”inline” infront of it and hope the compiler did so

20.10.2025 20:35 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

C# works in mysterious way. Perhaps @khyperia.bsky.social can explain this? So I can sleep at night again

20.10.2025 19:56 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Gpu or Cpu? Guess is 0 but LUT should not be scoped

19.10.2025 21:15 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Heading to bed, brain decides to have breakthrough thoughts on cone tracing pre calculations.

Sleep will be optional tonight

19.10.2025 21:03 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Cool things you need to say to sound like a pro graphics programmer.

1. Micros and Mills ( time )
2. Order of magnitude ( a lot more )
3. Temporal ( over time )
4. Stochastic ( not over time… )
5. Deferred ( not now, but kind of now )
6. Immediate ( not kind of now, but now )

06.10.2025 17:58 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

The truth about ECS is that you will only see improvement once your game/system logic bottlenecks on the ”many of the same stuff” problem. A problem you rarely encounter in gameplay for say a demo or small game

06.10.2025 06:34 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I’m staring to wonder if ECS as a concept is oversubscribed. I see a lot of new game devs implementing ECS for there first game projects as if this was a necessity rather than a performance optimization.

05.10.2025 10:42 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

This would be extremely popular, especially if you do unity shader lab stuff I bet

01.10.2025 22:12 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

More post effect in my ide please. I love of they put more and more DOF in as you get older.

28.09.2025 08:09 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Hot take: Gandalf is the biggest shit starter in middle earth.

31.08.2025 20:48 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Finally got some time and peace of mind to give #odin a shot. So far, this lang rocks

27.08.2025 21:58 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Do it! I have 2 moka brewers, one like that just for me and a huge one for parties.

08.07.2025 16:04 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

That’s a super cool idea!

Most of my experience doing binary serialization, but never taught of this as an im problem. Smart!

05.07.2025 08:31 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I got 999 problems but a callback ain’t one

29.06.2025 21:31 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Preview
D3D11 Vendor Hacks

This document is just fantastic, read the ”description” column, there is some true graphics programmering humor gold in it.

docs.google.com/spreadsheets...

29.06.2025 19:57 β€” πŸ‘ 3    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

Haha this is interesting, would be funny if it’s just a UX designer who taught it looks better that way

07.06.2025 18:05 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

That should ofc be ”x*(1/y)” aka ”x*rcp(y)” lol

26.05.2025 18:05 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Preview
div (sm4 - asm) - Win32 apps Component-wise divide.

Well this is the spec learn.microsoft.com/en-us/window.... Some Gpu’s compute ”x/y” some ”x/(1-y)”. There’s a table, it’s a mess have fun πŸ˜‚

26.05.2025 17:00 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Bit Twiddling Hacks

Forgot about this site, but I have returned to it time and time again over the years. Dos not have zig zag encoding but kind a fun just scrolling graphics.stanford.edu/%7Eseander/bithacks.html#RoundUpPowerOf2

23.05.2025 20:31 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Bit Twiddling Hacks

Ref: graphics.stanford.edu/%7Eseander/b...

22.05.2025 05:16 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Cast to int, right shift and take the rcp fells like the fastpath. Keep the sign bit from the int if you want it.

Should be a cvttss2si if compiler is a good boy.

22.05.2025 05:11 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

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