Tools for GPU Codec Development – Ignacio Castaño
Wrote a blog post about my development process and the tools I’ve built to develop the Spark codecs:
ludicon.com/castano/blog...
04.01.2025 08:46 — 👍 34 🔁 10 💬 2 📌 0
What are we DOING here? We're just meant to sit and act like this insane plagiarism and climate threat that requires more money than anything has ever cost is worth it? Are we meant to pretend that ChatGPT is worth this aimless, meaningless destruction of capital and our environment? For what?
28.12.2024 06:47 — 👍 12958 🔁 4192 💬 266 📌 94
Shadertoy
Somehow I missed this cool 3D radiance cascades demo: shadertoy.com/view/X3XfRM
20.12.2024 20:50 — 👍 40 🔁 5 💬 0 📌 0
YouTube video by Marmoset
GPU Texture Compression
gpu texture compression primer
www.youtube.com/watch?v=3H-H...
20.12.2024 23:11 — 👍 56 🔁 17 💬 0 📌 0
The App for Connecting Open Social Web
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https://openvibe.social
Engineering Fellow (Graphics) on Unreal Engine at Epic Games. Former BioWare, Frostbite, and SEED. (he/him)
principal engine programmer @ id software |
graphics & engine code for idTech | DOOM: The Dark Ages |
opinions are my own
Making games since 1985: World of Goo 2, Subterfuge, Casey's Contraptions, Flower Garden and AAA games before that. Runner. Cyclist. Swimmer. Board game addict. Avid reader.
My retro computer channel @noelsretrolab.com
Working @ Epic Games Tools (RAD) on the RAD Debugger. Opinions my own.
Developer at @notchvfx. Previously PlayStation R&D
Graphics developer working for EA on Frostbite (ex AMD, DONTNOD_Ent, Quantic_Dream and Ubisoft). This is my personal account !
Recreational Programming:
- http://twitch.tv/tsoding
- https://www.youtube.com/@Tsoding
- https://www.youtube.com/@TsodingDaily
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Sometimes, when I'm in the right mood, I make video games and art. Or something.
Made Celeste with friends, working on new games with EXOK and City of None. www.noelberry.ca
mostly cat pictures
He/him
Graphics Programmer, CEO at The Forge Interactive
https://theforge.dev/
https://github.com/ConfettiFX/The-Forge
Software engineering leader in gaming and graphics. Formerly Intel, AMD, Qualcomm. Co-founder of GameDev.net. Published author.
Compilers, Games, and Operating Systems
Principal Engineer/Architect with 10+ years experience | Rust 🦀 | Platform Engineering, High-Performance Systems | Working with Rust at Amazon
Twitter: twitter.com/arvidgerstmann
LinkedIn: linkedin.com/in/arvidgerstmann
Blog: arvid.io
Principal Programmer at Valve.
Previous: WB, Ubisoft, Io-Interactive.
Hobby Engine: http://esotericaengine.com
YT: https://youtube.com/@BobbyAnguelov
Washed-up renderologist working on #TinyGlade with @anopara.bsky.social; ½ of Pounce Light, ½ making sense ½ the time; he/him; 🦀
Tracing rays at NVIDIA. Former lighting artist, working on computer graphics rendering tech for all humans and robots alike.
I mostly post stuff about light transport simulation, and my hobby project Workbench.
Senior Rendering Programmer at Sony Santa Monica Studio
📷 http://instagram.com/jendrikillner/
📑 https://www.jendrikillner.com
Head of Rendering @ Pacific Light & Hologram
~30 games/engines/platforms including Fable, Splinter Cell, Total War, Dauntless, No Mans Sky, DeepMind Lab.
Lionhead/Microsft, Ubisoft, Google/DeepMind, SEGA, etc.
https://donw.io
https://github.com/Celtoys/
Engine Net/MP code at @MediaMolecule TBA project. prev: Dreams, Intel Net, Avalanche engine, Mad Max, Just Cause 3+4, Rage 2, Contraband, Hunter CoTW, Hiber3d.
https://x.com/datgame
https://mastodon.gamedev.place/@datgame