Soulframe is cool :-)
26.11.2025 04:23 β π 4 π 0 π¬ 0 π 0@longbool.bsky.social
Senior Graphics Programmer @ Digital Extremes. Previously ZeniMax Online, WB Blog: https://alextardif.com/eden.html
Soulframe is cool :-)
26.11.2025 04:23 β π 4 π 0 π¬ 0 π 0The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost. interplayoflight.wordpress.com/2025/11/23/s...
23.11.2025 21:05 β π 93 π 27 π¬ 3 π 1New blog post! Behind the scenes of some of the techniques involved in making our last PC demo π« gboisse.github.io/posts/this-i...
05.11.2025 21:15 β π 111 π 39 π¬ 1 π 1#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Strand-Based Hair And Fur Rendering In Indiana Jones and The Great Circle" by Sergei Kulikov from MachineGames is now online: youtu.be/jSE1XXBEK-w
11.11.2025 23:45 β π 44 π 20 π¬ 0 π 1This is a goldmine, thank you!
12.11.2025 01:03 β π 1 π 0 π¬ 0 π 0I'm about to get into this too :-) Any favorite resources you recommend?
10.11.2025 01:45 β π 1 π 0 π¬ 2 π 0i had a chat with lukasz and @antovsky about gamedev and stuff, if youre into that sort of thing! the middle hour is the juiciest but its all fantastic, ofc ;) youtu.be/mFBmoCv5EcQ?...
01.11.2025 19:06 β π 47 π 18 π¬ 3 π 2Beat Silksong tonight :D
Team Cherry made my favorite game <3
I finally found the time and energy to make a new blog and write a couple of posts. This time I wrote about PBR content and game development principles. Both posts are quite different so hopefully people find something interesting on either one of them.
irradiance.ca/posts/
New blog post: Outlining an alternative path to learn graphics programming.
themaister.net/blog/2025/10...
I recommend looking at new Paged Out issue #7 - a free magazine with lots of articles, one page each. This one includes my article "Modern 4K Intros on the Demoscene".
pagedout.institute
Ray tracing The World of #AssassinsCreedShadows (Siggraph 2025) available on YouTube youtu.be/2K-rwy4aMmU?...
30.09.2025 08:08 β π 23 π 3 π¬ 0 π 0New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!
zeux.io/2025/09/30/b...
A little something I've been meaning to write for a while martinfullerblog.wordpress.com/2025/09/26/a...
Thank you to the awesome people at Machine Games and id Software!
Advanced Shader Delivery is here devblogs.microsoft.com/directx/agil...
26.09.2025 00:25 β π 57 π 12 π¬ 0 π 2I have some memory that nointerpolation may (on some hardware at least) cause that export to not be packed with interpolated vertex exports, and depending on how many you have and the way the memory lines up, that could be relevant
25.09.2025 23:57 β π 0 π 0 π¬ 0 π 0Continuing on the topic of GPU utilisation and performance, as a practical example, I looked a bit deeper into the impact of vertex shader exports on the cost of a drawcall and wrote another blog post with some observations interplayoflight.wordpress.com/2025/09/21/t...
21.09.2025 20:05 β π 50 π 13 π¬ 2 π 0Lucky timing for me! Been playing Warframe a bunch too, lightning is striking repeatedly here, and I'm excited to contribute to it :D
14.09.2025 16:43 β π 4 π 0 π¬ 0 π 0And with that last thread ended, I'm so excited to share that tomorrow is my first day at Digital Extremes!
After the project cancellation I finally had the chance to pop open Soulframe after getting access a long time ago, and I got hooked so quickly that I jumped at their job page.
PS: I did end up going with a studio using custom tech. This would have been an easy call years ago, to just keep learning from different ways people write engines, but this time I made this choice knowing I may actually be severely limiting my future opportunities.
I followed my heart though :-)
This remote support is very cool. One I'd like to shout out is this job at Yellow Brick which is still open: yellowbrickgames.ca/job/graphics...
I loved my experience interviewing with them, and their next title is a unique opportunity if you're looking.
More good news - the amount of remote opportunities as a game graphics programmer are higher than I have ever seen. I counted them in the dozens (40+) at time of application, most of them Unreal-based. Six years ago that number would have been near-zero.
14.09.2025 16:43 β π 2 π 0 π¬ 1 π 0On the flip-side, in the wake of all these layoffs from large corporations, are springs of many new small studios who would otherwise have no chance of making their games without UE5.
Both edges of the sword are sharp!
I think the impacts are both very positive and very negative.
Consolidation is not great, especially when the future relies on the perpetual good graces of one company, which is not usually a good bet. Learning fundamentals may also be diminishing as a result (not enough info)
I haven't written a followup because the reality is (I would imagine) pretty clear, the Unreal takeover is real and the implications are a lot to think about.
UE may ultimately become the tool we're required to know, like artists with their DCCs.
That experience has been shared by a number of people I know who were also on the job hunt at the same time.
Some years ago I wrote a post titled "On the Perceived Inevitability of Unreal" and its impact on the industry from my (limited) perspective --
3 of the studios using UE turned my application down immediately at the front door citing "lack of professional experience with UE5" No screening.
Because I had not worked on a UE5 title specifically, which was formally released less than 4 years ago, three companies felt I was a non-starter
Sharing some details about my job hunt in case it's helpful to someone!
After our project got canned I applied to 12 jobs as a first, and mercifully last, batch.
6 were Unreal-based, 6 were custom tech
this is beautiful
13.09.2025 21:18 β π 1 π 0 π¬ 0 π 0Nodding all through "What's Changed For Me Personally"
"Like I mentioned earlier, with bindless you can effectively represent any resource descriptor as 32-bit integer or handle that you store freely in structs"
The simplicity this one thing unlocks on GPU and host side is staggering :D Great post