i think my software rasteriser is broken
17.09.2025 23:07 β π 1 π 0 π¬ 0 π 0@eduameli.bsky.social
learning computer graphics
i think my software rasteriser is broken
17.09.2025 23:07 β π 1 π 0 π¬ 0 π 0what game are u making? :)
17.09.2025 23:03 β π 0 π 0 π¬ 0 π 0real
10.09.2025 01:40 β π 0 π 0 π¬ 0 π 0slam dunk?
09.09.2025 15:12 β π 0 π 0 π¬ 1 π 0Some fun with shader-based debug drawing: here I'm drawing an arrow for each path taken in the path tracer, starting with the pixel under the mouse cursor.
31.08.2025 23:10 β π 47 π 3 π¬ 1 π 0It's finally here!
I'm pleased to share GP-Direct 2025, the latest edition of the graphics programming discord showcase!
No engine? No problem. We wrote our own!
Thank you to all the talented people who participated!
youtu.be/e9qK6EtqB-Q?...
#indiegamedev #graphicsprogramming
I'm thrilled to announce that GP-Direct, the Internet's most exciting graphics showcase, is back and has received all clips for 2025!
We will soon be releasing our final video just as soon as we finish editing. Here's last years video! #indiegamedev #graphics
www.youtube.com/watch?v=E07I...
been working on the scene graph recently
#vulkan
i use fedora kde
20.06.2025 00:47 β π 1 π 0 π¬ 0 π 0Hola again graphics peeps! π
I found myself with enough bits and pieces related to text rendering to warrant a write-up. So here it is! π±
osor.io/text
Spiced up with direct vector rendering, sub-pixel anti-aliasing, run-time atlas packing, temporal accumulation, and more!
I hope you enjoy it! π§‘
Decided to check out how water is rendered in Counter-Strike 2.
Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
it's basically glsl
01.06.2025 02:45 β π 1 π 0 π¬ 0 π 0im on fedora kde gonna try and stay on that for a while π
29.05.2025 20:02 β π 1 π 0 π¬ 0 π 0yeah tbh it's an endless cycle π
29.05.2025 17:14 β π 1 π 0 π¬ 1 π 0imo that's not the problem.
they need to attract more users that are not developers, so that developers start supporting linux in their anticheat.
i don't think centralising distros is an option, but maybe a dominant would be good for newbies.
what tools are subpar on linux?
29.05.2025 14:14 β π 0 π 0 π¬ 1 π 0good luck π
28.05.2025 00:40 β π 1 π 0 π¬ 0 π 0nice work :p
19.05.2025 23:18 β π 1 π 0 π¬ 0 π 0shader hot-reloading in #vulkan
was easier than i expected hehe
Hey all, Have you ever been confused or frustrated by baking materials in blender? Well I wrote a guide to to help you out.
Please check it out as well as the other blogs on graphics-programming.org #blender3d #tutorial #indiegamedev
graphics-programming.org/blog/blender...
Upsampling via Multisampling filmicworlds.com/blog/upsampl...
06.05.2025 20:02 β π 107 π 25 π¬ 1 π 0but first i need to study for my exams next month... need to stop procrastinating
18.04.2025 20:01 β π 2 π 0 π¬ 0 π 0found this really cool series.
i wanna study low-level stuff at some point... like graphics drivers.. make my own operating system... build a fpga gpu..
really cool stuff!!!
youtu.be/B8xHWwCuxKA?...
new todo list is
- make a couple demos
- faster loading of demos
- improve ssao & bloom
- hiz culling
- add point lights
- auto-exposure .. maybe depth of field
- fit shadow map frustum to scene
- fix subgroup stream compaction
- fix gltf loading bugs
im gonna cancel a lot of the "engine work" i was planning on doing in my #vulkan engine to make it presentable asap so i can work on other stuff to apply for internships in september.
like timeline semaphore and slang is cool, but before and after is gonna be the same from the outside.
ended up choosing the virtual geometry one.
gonna have to learn a lot but looking forward to start implementing it this summer!
In today's new blog post, I try to provide some intuition and clear up some misconceptions about early Z cull behavior on desktop GPUs. Have a read if that interests you!
therealmjp.github.io/posts/to-ear...
i love ssbo in opengl
04.03.2025 13:16 β π 1 π 0 π¬ 0 π 0working parsing #vulkan spir-v to build my pipelines easier π
gonna keep it super simple.
after this i probably wanna cleanup everything again and maybe add some new visual stuff π.. or improve perf. cause i made it worse accidentally π
lucerna engine rendering sponza
changed my #vulkan engine ui to use #imgui docking
need to add a scene tree and better settings but it's low priority (im procrastinating)