Dihara Wijetunga's Avatar

Dihara Wijetunga

@diharaw94.bsky.social

Graphics Engineer at @AMD Core Tech Group. Previously at @ImaginationTech. Has-been prog-metal guitarist. All views expressed are my own.

1,234 Followers  |  577 Following  |  87 Posts  |  Joined: 22.12.2023
Posts Following

Posts by Dihara Wijetunga (@diharaw94.bsky.social)

Materia that gives -50% chance of falling asleep on the couch after a long day

14.02.2026 23:19 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

This reminded me of the mundane materia discussion from this weeks crew cast and got me laughing to myself again hahah

14.02.2026 23:12 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
We Spent 7 Years Developing Our Indie Space Game Demo – Was It Worth It? [Devlog]
YouTube video by Iron Blood Games We Spent 7 Years Developing Our Indie Space Game Demo – Was It Worth It? [Devlog]

We've been making our game on and off for OVER 7 YEARS! Was it worth it? here, check out the devlog going over everything that the 2 of us went through to arrive at
@steampowered.com

#indiegamedev #gamedev #scifi
youtu.be/I6w-TjeYbKg

25.01.2026 04:27 β€” πŸ‘ 10    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0

WE GOT BAGELS! WOOO!

23.01.2026 22:27 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Congratulations! And eagerly awaiting the return of Big Game Hunger!

23.01.2026 22:13 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

A good friend of mine has been working on a SICK PvP sci-fi warship game and has a demo out on Steam NOW! Go check it out!

17.01.2026 09:34 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

28 Years Later: The Bone Temple was fantastic! Less weird, experimental cinematography than the earlier film, but it’s way more focused. Also Samson rules.

15.01.2026 22:46 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Amazing stuff! Definitely a throwback to working on Brixelizer haha.

07.01.2026 10:05 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
I'm making a game engine based on dynamic signed distance fields (SDFs)
YouTube video by Mike Turitzin I'm making a game engine based on dynamic signed distance fields (SDFs)

The video:

youtu.be/il-TXbn5iMA

06.01.2026 19:53 β€” πŸ‘ 214    πŸ” 58    πŸ’¬ 20    πŸ“Œ 15

Looking forward to hearing more about your dev process on a new Jayne Dev maybe? Hope you have a great holiday!

24.12.2025 02:19 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

This is such awful news. RIP.

22.12.2025 21:18 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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No Graphics API β€” Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...

My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".

16.12.2025 18:51 β€” πŸ‘ 466    πŸ” 191    πŸ’¬ 19    πŸ“Œ 12
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Tired of twitchy dogfighters? It's time to command something with weight. πŸš€

In Warfleet Captains, you don't fly a fighter jetβ€”you take direct command of massive Frigates, Destroyers, and Battleships.
This is tactical, heavy-metal fleet combat.

#indiedev #gamedev #spacegames #scifi #steam

16.12.2025 16:27 β€” πŸ‘ 16    πŸ” 5    πŸ’¬ 1    πŸ“Œ 0
The Making of Disco Elysium - Part One: Foundations
YouTube video by /noclip The Making of Disco Elysium - Part One: Foundations

/noclip's YouTube discovery has dropped off a cliff in 2025 so just gonna keep posting this as it's one of our most anticipated projects in years. Also we're really proud of it. Check it out!

www.youtube.com/watch?v=eH6m...

29.11.2025 19:24 β€” πŸ‘ 906    πŸ” 240    πŸ’¬ 12    πŸ“Œ 8

The 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€” πŸ‘ 102    πŸ” 29    πŸ’¬ 4    πŸ“Œ 1
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Introducing AMD GI-1.2 with multibounce indirect real-time rendering - AMD GPUOpen AMD GI-1.2, our real-time Global Illumination solution, is available now as part of the AMD Capsaicin Framework v1.3.

Capsaicin is not just for tacos, it's also our developer rendering framework!

v1.3 is out now:

🌢️ Added heat with GI-1.2, which includes multiple-bounce indirect lighting.
🌢️ HDR support with spicier tone mapping.

And much, much more: gpuopen.com/learn/gi-1-2...

20.11.2025 20:46 β€” πŸ‘ 34    πŸ” 8    πŸ’¬ 0    πŸ“Œ 1

Only 26 minutes? Fiiiine, I’ll rewatch PsychOdyssey then.

12.11.2025 21:45 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
The Rockstar Workers Fired Before They Could Finish GTA 6
YouTube video by People Make Games The Rockstar Workers Fired Before They Could Finish GTA 6

I went to meet the 'Rockstar 31', the developers who were suddenly fired from their work on GTA 6 for what the studio has described as gross misconduct.

That's not what the workers call it though. They have another couple of words they prefer to use: union busting.

www.youtube.com/watch?v=c9nO...

11.11.2025 14:43 β€” πŸ‘ 2118    πŸ” 1074    πŸ’¬ 16    πŸ“Œ 68
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Publications - AMD GPUOpen Discover our published publications.

See what our research teams have been up to with our latest papers:

πŸ“ Joint Denoising and Upscaling via Multi-branch Network.
πŸ“ Cardioid Caustics Generation with Diffusion Models.
πŸ“ Geometric Integration for Neural Control Variates.

πŸ“₯ View here: gpuopen.com/learn/public...

10.11.2025 15:31 β€” πŸ‘ 17    πŸ” 4    πŸ’¬ 1    πŸ“Œ 0
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New blog post! Behind the scenes of some of the techniques involved in making our last PC demo πŸ’« gboisse.github.io/posts/this-i...

05.11.2025 21:15 β€” πŸ‘ 112    πŸ” 38    πŸ’¬ 1    πŸ“Œ 1
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This was such an amazing experience! Now I want to play MGS2 again!

02.11.2025 08:46 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Absolutely adored Keeper! @leepetty.bsky.social and @doublefine.com have done an amazing job!

18.10.2025 14:37 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Still thinking about the Blood Incantation gig in London…

13.10.2025 19:17 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Ocean Rendering, Part 1 - Simulation Β· Robert Ryan - Graphics Programmer

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...

05.10.2025 13:05 β€” πŸ‘ 29    πŸ” 11    πŸ’¬ 0    πŸ“Œ 0
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New 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...

30.09.2025 17:40 β€” πŸ‘ 168    πŸ” 55    πŸ’¬ 1    πŸ“Œ 4
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Ten Years of D3D12 For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...

I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.

(And yes it's really been 10 years πŸ‘΄).

therealmjp.github.io/posts/ten-ye...

08.09.2025 00:49 β€” πŸ‘ 152    πŸ” 53    πŸ’¬ 7    πŸ“Œ 3

I miss your post mortems! They’re the reason I started taking part in LD!

03.09.2025 23:21 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0
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GPU utilisation and performance improvements Drill deep into a GPU’s architecture and at its heart you will find a large number of SIMD units whose purpose is to read data, perform some vector or scalar ALU (VALU or SALU) operation on i…

New blog post discussing a few approaches to bottleneck reduction and GPU utilisation and performance increase interplayoflight.wordpress.com/2025/08/29/g...

29.08.2025 19:52 β€” πŸ‘ 102    πŸ” 24    πŸ’¬ 1    πŸ“Œ 0

Slides from my SIGGRAPH 2025 and CEDEC 2025 talks β€œFast as Hell: idTech 8 Global Illumination”, are now publicly available through the Advances in Real-Time Rendering in Games course. Lecture recordings will be available soon on the course's YouTube channel.

26.08.2025 12:52 β€” πŸ‘ 99    πŸ” 26    πŸ’¬ 1    πŸ“Œ 0
Thinking about convolutions for graphics

New short post:
"Thinking about convolutions for graphics"
aschrein.github.io/jekyll/updat...

22.08.2025 16:06 β€” πŸ‘ 14    πŸ” 7    πŸ’¬ 0    πŸ“Œ 0