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Simon Moos

@simonmoos.bsky.social

Graphics & engine programming at Hello Games on #NoMansSky. All views are my own. http://simon-moos.com https://twitter.com/SimonMoos

110 Followers  |  98 Following  |  14 Posts  |  Joined: 13.11.2024  |  1.6735

Latest posts by simonmoos.bsky.social on Bluesky

Screenshot of a label on GitHub showing 2048 commits

Screenshot of a label on GitHub showing 2048 commits

I've slowly been hacking away at my engine for years, and recently noticed I was at 2048 commits. Doesn't feel like that long ago I hit 1024, and not that much longer ago I made the first commit.. Making good progress though and still having fun!

20.07.2025 22:56 β€” πŸ‘ 2    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

With compute skinning & ray tracing in mind, having the indirection makes life much easier, so I’m probably going to change over to that soon. I’ll try to remember to take some measurements as do!

09.05.2025 00:04 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Thanks for the article! In my engine I’ve always created separate vertex buffers for the meshlet data, so I don’t need to do the vertex indirection at runtime. There are plenty of problems with this though.. Have you experimented with the cost of doing the indirection vs doing it directly?

08.05.2025 23:58 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Oh amazing, thank you for getting releases working! I was hoping binary releases were on the way, so I can more easily integrate it into my engine. It’s already part of my pipeline but with some manual steps :)

19.04.2025 22:35 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

having a good asset system is so important because it provides the "well" from which all other engine subsystems "drink" their data. any shit factor is multiplied by the number of things that deal with the asset system, and that number is roughly "all of them".

05.11.2024 00:40 β€” πŸ‘ 11    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0

Make that 4! RenderDoc is my main image viewer for anything that isn’t like png or jpg.

21.12.2024 21:06 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

A lot of that code is trying to support assets not made for games, like non-triangle meshes & potentially also subdivision surface meshes, so there's a lot of noise from that.

01.12.2024 18:21 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

In case it may be interesting to you, here's the result of me working through the same kind of things for my engine a year ago: github.com/Shimmen/Arko.... Might be useful, but there's also a lot of bad/WIP stuff there :)

01.12.2024 18:19 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

What about UsdLux, UsdSkel, UsdShade, etc.?

01.12.2024 18:12 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I’m a big fan of OpenUSD, but I think the C++ library really is an obstacle to wider adoption in the games industry. It’s pretty clear that Python is the preferred way to interact with USD.

28.11.2024 07:22 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

In other words, I agree with your sentiment! I have some mixed opinions on AI art, but arguing if it’s real art or not is not very fruitful, just like it never has been.

21.11.2024 19:33 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

My grandfather was a traditional artist, and had a very strict definition of art. From his POV art was dying, and he’s not wrong given his definition. I tried to explain how many 1000s of people are paid to make art for games, moves & Etsy etc., but I don’t think he really thought of that as art

21.11.2024 19:33 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Using standard surface normals

Using standard surface normals

Using bent normals

Using bent normals

Here's a direct before/after bent normals comparison. It's a pretty subtle change, but I think it makes a really big difference when it comes to overall realism.

20.11.2024 21:41 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Video thumbnail

And here with some varying lighting!

The head asset is the LPS Head from casual-effects.com/data/ by @morgan3d.bsky.social

20.11.2024 21:38 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Real-time render of a head with subsurface scattering & bent normals

Real-time render of a head with subsurface scattering & bent normals

Real-time render of a head with subsurface scattering & bent normals, from a different angle

Real-time render of a head with subsurface scattering & bent normals, from a different angle

I recently implemented baking of & support for bent normals, which made a pretty nice difference for my subsurface scattering demo scene. These images are captured in real-time from my rendering engine github.com/Shimmen/Arko...

20.11.2024 21:38 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

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