WIP a bit on the "threads" window so you can see which thread/wave of the group you are watching, and whether the other threads are active/inactive. Also allows fast switching between threads in the group. #quackdebugger
09.09.2025 20:23 โ ๐ 4 ๐ 1 ๐ฌ 0 ๐ 0
It's been a while since I posted about #quackdebugger. I'm still working on it.. I've been through a bunch of prototypes, but finally found something I'm happy with. I rewrote the backend from scratch and switched to GfxReconstruct for capturing. (Source obfuscated for licensing)
30.07.2025 22:58 โ ๐ 1 ๐ 1 ๐ฌ 1 ๐ 0
There is still a lot of work to do, but the base feature set is nearly complete, so I should be able to switch to polishing/optimising/testing on a ton of obscure shaders soon. Oh and just to be clear, this has no association with my day job.
30.07.2025 23:01 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Switching to GfxReconstruct for capturing not only means I can capture (and export) long multi-frame captures, but I can also support Mesh/Task/Raytracing programs (WIP).
30.07.2025 23:01 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Having data from all the threads in a dispatch/group, I'm really keen to try and visualise it as much as I can. The view for program length (essentially how many steps it took to exit, green meaning more, purple less) is a nice way of seeing the impact of the HZB bank reduction.
30.07.2025 23:01 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
The new backend supports proper D3D12 replay, so I've been focusing on debugging #unrealengine shaders, since they are quite complex. Here is a demo of opening my UE5 workspace, loading a HZB program and stepping through it (forwards, backwards, breakpoints + thread switching)
30.07.2025 23:00 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
It's been a while since I posted about #quackdebugger. I'm still working on it.. I've been through a bunch of prototypes, but finally found something I'm happy with. I rewrote the backend from scratch and switched to GfxReconstruct for capturing. (Source obfuscated for licensing)
30.07.2025 22:58 โ ๐ 1 ๐ 1 ๐ฌ 1 ๐ 0
Congratulations to @cagamesofficial.bsky.social on winning the Most Anticipated Game Award!
#THEHORRORGAMEAWARDS
15.12.2024 06:53 โ ๐ 16 ๐ 2 ๐ฌ 1 ๐ 4
Game designer at @sbug.games
Buy Isopod! https://store.steampowered.com/app/2053910/Isopod_A_Webbed_Spinoff/
แ( แ )แ Graphics- and game programmer.
Worked on #thegunk , #steamworld heist & dig2
Making a #vulkan renderer in my spare time.
Eisner Award winning creator of Mouse Guard. Covers for TMNT, Dark Crystal, Usagi Yojimbo, and Cards for MtG Bloomburrow.
MouseGuard.bigcartel.com
Spine, libgdx, Kryo, and more
http://esotericsoftware.com/
Principal Audio Programmer @ Creative Assembly working on a sequel to Alien: Isolation.
Previously: Alien: Isolation, Halo Wars 2, Harry Potter, Hyenas.
Views are my own.
Coder and woodworker. Author of Recast&Detour and NanoVG. Previously at Epic Games, Unity, Tinkercad, Crytek, demoscene.
https://github.com/memononen
We are a tiny studio that made Moonglow Bay ๐ฃ
We can't wait for you to play what we are making next!
http://bunnyhug.games
Graphics & engine programming at Hello Games on #NoMansSky. All views are my own.
http://simon-moos.com
https://twitter.com/SimonMoos
Engineering Fellow at Epic Games. Author of Nanite.
If you were followed by this account it means youโre included in the GPU / Rendering List: https://bsky.app/profile/did:plc:eh32b5rpgj3mirsy6cp4tyea/lists/3lbecmqh5ja2m
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Pushing voxel technology forward at Voxel Plugin using Unreal Engine
You can DM me on discord @ phyronnaz
My blog: https://victorcareil.com/
Simulation and rendering nerd. Co-founder and CTO @JangaFX
Working on EmberGen and more.
Discord: vassvik @vassvik@mastodon.gamedev.place
Lead Developer at Feral Interactive ๐ฎ
Previously Senior XR Engineer at Ultraleap ๐
Creator of OpenCAGE for Alien: Isolation ๐ฝ
www.mattfiler.co.uk
Hi! I'm Tim Schafer!
Founder, Double Fine Productions
Official DF account: @doublefine.com
Please report bugs to http://support.doublefine.com
Press: pr@doublefine.com
Lead artist at Umeshu Lovers
Ray Tracing Radical, Turok Technophile, Crysis Cultist, Motion Blur Menace and PC Police Officer for @Digitalfoundry. Wird auch Hermann genannt.
principal engine programmer @ id software |
graphics & engine code for idTech | DOOM: The Dark Ages |
opinions are my own
the only good anime pfp acct ยท http://gpfault.net ยท http://github.com/nicebyte ยท http://nice.graphics
Invented spatiotemporal blue noise, created Gigi rapid graphics prototyping & dev platform.
https://github.com/electronicarts/gigi
20+ year game dev, and graphics researcher. Currently at EA SEED.
Tech blog:
https://blog.demofox.org/