Maybe 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 1 ๐ 0@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
Maybe 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 1 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 1 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(I am so nervous)
19.10.2025 12:57 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Guys, I have a graphics prog job interview on thursday, give me your best job interview tips
19.10.2025 12:57 โ ๐ 15 ๐ 0 ๐ฌ 8 ๐ 0The improved SSR in godot 4.6
18.10.2025 12:16 โ ๐ 437 ๐ 40 ๐ฌ 14 ๐ 2My new blog post is out! In this new post I go into detail in how I implemented my D3D12/Vulkan/Metal RHI in my game engine Kaleidoscope. Link in replies!
08.10.2025 22:36 โ ๐ 19 ๐ 2 ๐ฌ 1 ๐ 0Decided I'd merge my renderer into my engine since they were branched
But before hand I decided to do some editor stuff, and I am additionally working on a Gigi like "render graph as a data asset" system...
Will keep you guys updated
After quite a bit of work, I am finally done with the first blog post about ocean rendering! You can find it here: rtryan98.github.io/2025/10/04/o...
I've also decided to create a video to showcase the ocean simulation in motion: www.youtube.com/watch?v=0OXm...
For the people who are interested, I made a discord server for my game engine!
If you wanna come chat, roast my code or just talk programming and showcase your own stuff, feel free to join
Link in replies
Will be doing RT pipeline and MDI, expect a blog post when it's complete o7
03.10.2025 09:21 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0Renderer is now fully functional on Mac + Metal!
03.10.2025 06:09 โ ๐ 15 ๐ 0 ๐ฌ 1 ๐ 0Yep, all of them are passing except RT pipeline and device generated commands (unimplemented for now!)
02.10.2025 12:22 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Still early stage some stuff is broken but dw about ittttt
02.10.2025 10:55 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Also yes Iโm porting my engine to Mac and Metal3
02.10.2025 10:55 โ ๐ 4 ๐ 0 ๐ฌ 1 ๐ 0In Vulkan I can fetch it via SPIRV intrinsic, with D3D12 I can get it via updated root constant at a reserved binding, but I'm not sure how to handle it with Metal since I don't have access to specific bindings in the shader (everything has to be bindless).
02.10.2025 10:54 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Metal devs -- has anyone achieved ExecuteIndirect emulation with Metal Shader Converter? I know I can write an MSL kernel to go from indirect commands -> Metal ICB, but for MDI I'm mostly curious how I fetch DrawID in HLSL.
02.10.2025 10:54 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 1We donโt know if Physint is UE we can keep praying
23.09.2025 06:11 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Was it in Finnish though ๐
20.09.2025 21:25 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Been playing some Ghost of Tsushima and HOLY FUCK
19.09.2025 13:12 โ ๐ 5 ๐ 0 ๐ฌ 0 ๐ 0If my profile interests you, feel free to shoot me a DM or an email at amelie.heinrich.dev@gmail.com!
12.09.2025 17:22 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0I was already trusted by Quantic Dream & Ubisoft to work on performance tasks on console platforms as an intern, and have been able to work in AAA codebases throughout my career.
12.09.2025 17:22 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0Throughout my career I've gained experience on various topics like graphics programming with Vulkan, DX12 and all major console APIs. I am also knowledgeable on rendering techniques and raytracing, and overall comfortable working with consoles.
12.09.2025 17:22 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Just announcing that I am open for contracting for the following year!
Looking for a graphics/engine programmer to help you out on your project? Feel free to reach out.
My expertise is primarily in graphics programming as well as console platforms.
๐งต
Welp, just finished my last day at Ubisoft
12.09.2025 15:13 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0They are conceptually different APIs due to the fact they target different platforms
D3D12 was meant for desktop
Vulkan was meant for mobile
Now that people are Vulkaning on PC they're adding stuff to make it more bearable