PpluX (Jose L. Hidalgo)'s Avatar

PpluX (Jose L. Hidalgo)

@pplux.bsky.social

Rendering Engineer @ EpicGames https://pplux.github.io/

21 Followers  |  40 Following  |  3 Posts  |  Joined: 06.11.2024  |  1.9905

Latest posts by pplux.bsky.social on Bluesky

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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "Fast as Hell: idTech8 Global Illumination” talk by @idsoftwaretiago.bsky.social from @idsoftware.bsky.social
are now online
advances.realtimerendering.com/s2025/index....

26.08.2025 05:25 β€” πŸ‘ 85    πŸ” 27    πŸ’¬ 1    πŸ“Œ 1

dear imgui 1.92.2b hotfix release
github.com/ocornut/imgu...
(1.92.2 has a bug with using IsItemHovered() on disabled items or items with no identifier while clicking on them + misc improvements to Allegro5 backend)

13.08.2025 15:40 β€” πŸ‘ 15    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
Second Reality, along with the legendary Assembly party were among the earliest influences to the members of Conspiracy. Today we're honoring the 32nd anniversary with a gift to the community: a native 32 bit port of the demo that kicked off the PC demoscene era with a bang.

Second Reality, along with the legendary Assembly party were among the earliest influences to the members of Conspiracy. Today we're honoring the 32nd anniversary with a gift to the community: a native 32 bit port of the demo that kicked off the PC demoscene era with a bang.

= 32 bits after 32 years =

We're incredibly proud to announce that Second Reality has now been finally ported to a modern operating system, and you can watch it tear up your system: no video, no emulation, just code - as it should be.

conspiracy.hu/files/w32nd_...
github.com/ConspiracyHu...

01.08.2025 21:34 β€” πŸ‘ 257    πŸ” 128    πŸ’¬ 12    πŸ“Œ 12
A screenshot of the sokol-gfx sample webpage.

A screenshot of the sokol-gfx sample webpage.

Ok, the sokol-gfx 'resource view update' has been merged. This is a fairly big breaking update. Details in the changelog:

github.com/floooh/sokol...

...and if you haven't yet, please also read the accompanying blog post:

floooh.github.io/2025/08/17/s...

23.08.2025 17:05 β€” πŸ‘ 11    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0
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NEW Functions: Tanh!
This is an introduction to the hyperbolic tangent function and how it's useful in shaders
mini.gmshaders.com/p/func-tanh

31.05.2025 01:17 β€” πŸ‘ 32    πŸ” 3    πŸ’¬ 3    πŸ“Œ 0
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Importance Sampled FAST Noise

Here's a 25 minute video about the latest and greatest in blue noise textures / precalculated per pixel random numbers

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

Also repo: github.com/electronicar...

And published paper: jcgt.org/published/00...

27.05.2025 18:54 β€” πŸ‘ 67    πŸ” 21    πŸ’¬ 2    πŸ“Œ 0
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New samples (WebGPU required):

- combined vertex/index buffer: floooh.github.io/sokol-webgpu...
- simple compute shader write: floooh.github.io/sokol-webgpu...
- compute shader image blur (ported from a WebGPU sample): floooh.github.io/sokol-webgpu...

24.05.2025 13:23 β€” πŸ‘ 3    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

I must merged the 'compute-ms2' update for sokol-gfx, TL;DR:

- compute shaders can now write to textures
- the same buffer object can now be bound as vertex/index/storage buffer

Blog post: floooh.github.io/2025/05/19/s...
Changelog: github.com/floooh/sokol...

24.05.2025 13:20 β€” πŸ‘ 10    πŸ” 3    πŸ’¬ 2    πŸ“Œ 0

Link to the wasm demo pplux.github.io/minimalWGPUN...

17.05.2025 10:56 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Thanks to @danielchooper.bsky.social for the great SDF tutorial, it was fun porting it to WGSL. And once again, this kind of thing is only possible with Imgui (@ocornut.bsky.social) and sokol_app (@flohofwoe.bsky.social)

17.05.2025 10:48 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Finally got some time around to update the minimal wgpu *native* examples. With imgui (render to texture) as the new main feature.

The project is just a scaffold to make WGPU cross-platform demos.

github.com/pplux/minima...

17.05.2025 10:28 β€” πŸ‘ 7    πŸ” 3    πŸ’¬ 2    πŸ“Œ 0
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Animating Rick and Morty One Pixel at a Time An interactive guide on making 2d animations using signed distance fields in GPU shaders

Play with the code and live editor: danielchasehooper.com/posts/code-a...

05.02.2025 19:43 β€” πŸ‘ 3    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
A screenshot of the video game Tiny Glade, showing two cozy cottages on an elevated stone foundation, surrounded by water, in an autumn setting.

A screenshot of the video game Tiny Glade, showing two cozy cottages on an elevated stone foundation, surrounded by water, in an autumn setting.

Hey, y'all! πŸ‘‹ I'm Tom (or Tomasz if you enjoy Hungarian Notation or Klingon)

I cause graphics devices to become lost, and generate all sorts of technical, design & artistic debt in Tiny Glade, together with @anopara.bsky.social, @lydmartin.bsky.social & @odaodaoda.bsky.social

05.12.2024 01:48 β€” πŸ‘ 228    πŸ” 16    πŸ’¬ 5    πŸ“Œ 0
Rendering Tiny Glades With Entirely Too Much Ray Marching
YouTube video by Graphics Programming Conference Rendering Tiny Glades With Entirely Too Much Ray Marching

Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024:

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

It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.

05.12.2024 02:19 β€” πŸ‘ 454    πŸ” 108    πŸ’¬ 15    πŸ“Œ 9
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Behind the pretty frames of #DetroitBecomeHuman. Breaking down how the beautiful world of Detroit brought to life with cool techniques & smart decisions.
i Hope you enjoy or find something new!
mamoniem.com/behind-the-p...

28.11.2024 02:06 β€” πŸ‘ 96    πŸ” 37    πŸ’¬ 4    πŸ“Œ 1
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AAA - Analytical Anti-Aliasing How to fix jaggies the analytical way with some juicy secrets

Someone shared this with me recently and it's such a cool article with great detail and good visuals that I wanted to share it here as well. Hope you enjoy it :)
blog.frost.kiwi/analytical-a...

20.11.2024 21:15 β€” πŸ‘ 19    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0

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