Will be doing a 24h livestream for charity tonight at 6pm Paris time with Tรฉlรฉthon, donating for research against various diseases and to hospitals.
At twitch.tv/rainbowpikmiin
See you there!
@beachedxo.bsky.social
Graphics Programmer 19yo | he/him | Paris, France ๐ซ๐ท Franรงais/English/Norsk OK + ๆฅๆฌ่ช N5 Tinkering with rays, meshlets and console platforms Final year of BSc Student Game Dev
Will be doing a 24h livestream for charity tonight at 6pm Paris time with Tรฉlรฉthon, donating for research against various diseases and to hospitals.
At twitch.tv/rainbowpikmiin
See you there!
Game engine now has an asset cooker and it works very well!
24.11.2025 00:44 โ ๐ 15 ๐ 0 ๐ฌ 0 ๐ 0First ReSTIR test using 16 reservoir proposal samples (right image) compared to uniform direction sampling and ignoring indirect light (left image) with many spread out lights (~3k light-emitting voxel faces here). Quite insane noise reduction going on in here!
19.11.2025 09:40 โ ๐ 25 ๐ 1 ๐ฌ 1 ๐ 0Small statue resembling the Stanford dragon, photographed inside the Sponza palace in Dubrovnik, Croatia.
This has to be the nerdiest photo I've ever taken.
04.06.2025 15:17 โ ๐ 145 ๐ 20 ๐ฌ 7 ๐ 1Hell yeah :D canโt wait to see you guys there!
17.11.2025 16:50 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Itโs a Silent Hill style game with PS2 aesthetics, the story is written out but I wonโt tell anything to not spoil the fun
12.11.2025 00:29 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Having to go through an upload buffer to update the data kinda sucks and that adds up to why I love working with UMA so much since you can just memcpy into GPU memory without breaking a sweat...
10.11.2025 16:07 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0I also wrote a simple GPU driven system so it's easier to plug culling later, though one thing I will say is that it did introduce a bunch of issues with bindless since you need to constantly make sure that the data in the instance buffer is up to date and valid.
10.11.2025 16:07 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Branched off my engine, focusing on taking another attempt at making my dream game
Working hard and hopefully I can have a player controller scripted in AngelScript with some collisions and whatnot
Turns out properly waiting on both device and host instead of just device can really save lives
03.11.2025 14:23 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0Asking around on discord, hopefully I'll find a fix or a holy Microsoft person to help me...
03.11.2025 13:20 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0My system works very nicely, however if I write to a texture on the compute queue (e.g. generating mipmaps) then use it on the graphics queue I get a device lost. I tried to follow MSDN and transitioning to COMMON on compute then SRV on graphics but still get a device lost (page fault).
03.11.2025 13:20 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Current system is copy textures on copy queue -> generate mipmaps on compute queue -> render frame. Copy/Compute are pre-frame operations and both insert a wait on the graphics queue.
03.11.2025 13:20 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Finally getting down to doing some multi-queue stuff, and so far... fuck man D3D12 docs on resource ownership is not helping me at all lmao
03.11.2025 13:18 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 1The unending loop of custom engine = takes too much time and unity/godot/unreal = not enough fun
28.10.2025 09:40 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0I have the story and tech skills but I have 0 art skills whatsoever thatโs the issue
And I definitely need a lot of art skills for my game (Silent Hill 3 style)
How does one even befriend an artist and convince them to help you make your game with your clunky custom engine art tools
28.10.2025 09:17 โ ๐ 1 ๐ 0 ๐ฌ 2 ๐ 0I'd take it a step further but it'd be nice if we had downsampling/upsampling intrinsincs in HLSL/MSL
That way you can do SPD with a function (to use downsample 13 taps for Bloom for example, or max depth for HZB, you get the idea)
Hot take, I think it's a bit of a shame we don't have API level mipmap generation. I mean Metal has it with MTLBlitEncoder::generateMipmapsForTexture, but it'd allow vendors to make use of their architecture-optimized single pass downsampler (also not sure NVIDIA has one)
28.10.2025 07:21 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0Been doing some D3D11 work for nostalgia and to help a friend make their game and jeez, I'm missing modern graphics API copy commands, wtf do you mean I can't use CopyResourceRegion in D3D11?
28.10.2025 07:17 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0Seeing how it took ages to get video support and bookmarks I'd wait another year until we get polls
28.10.2025 07:16 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Turns out I was wrong, I can still use Metal Shader Converter even for D3D11....... yes...... good.....
22.10.2025 10:38 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0People are gonna know me as RHI guy after some time
If I could make RHIs my entire life I'd be happy (I'm 100% lying I love messing around with modern GPU tech like RT and MS)
Helping a friend out to make their D3D11/Metal RHI and I'm gonna have to play around with spirv-cross for the first time to get HLSL -> MSL with no bindless
22.10.2025 06:50 โ ๐ 2 ๐ 0 ๐ฌ 2 ๐ 1Its been a while last time i updated imgui so ill check it out. Will keep you updated ๐ซก
20.10.2025 14:58 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Maybe my impl sucks then but I have issues on my macbook with high DPI. Not sure if I'm supposed to handle DPI in my code but yeah font looks like ass on my high DPI macbook
20.10.2025 07:42 โ ๐ 0 ๐ 0 ๐ฌ 2 ๐ 0I'm ngl, I 100% claude'd the editor part because I'm not huge on writing UI code XD
20.10.2025 07:41 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0The nodes look hella ugly but it's a WIP
But yes I'm making a render graph editor to follow on Alan Wolfe's "render graph as a data asset" idea which I think is brilliant. Base logic works, need to work on UI/UX and serialization
The fact ImGui has issues with high DPI lowkey makes me crazy but at least I'm working on something nice
20.10.2025 07:37 โ ๐ 6 ๐ 0 ๐ฌ 2 ๐ 0This is absolutely fire advice, tysm!
19.10.2025 14:40 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0