Catalin Moldovan's Avatar

Catalin Moldovan

@andun.bsky.social

Loves computer graphics. Programmer by trade. Geek at heart. Interested in technology. Ex Twitterverse lurker (https://x.com/catalinmoldovan).

38 Followers  |  281 Following  |  4 Posts  |  Joined: 06.02.2024  |  1.8133

Latest posts by andun.bsky.social on Bluesky


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Graphics Programming weekly - Issue 428 - February 15th, 2026 www.jendrikillner.com/post/graphic...

17.02.2026 17:13 โ€” ๐Ÿ‘ 46    ๐Ÿ” 19    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
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Introducing FragCoord: My ultimate shader editing tool!

13.02.2026 02:20 โ€” ๐Ÿ‘ 267    ๐Ÿ” 81    ๐Ÿ’ฌ 11    ๐Ÿ“Œ 8
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Hey All, I made a header only C++ library (MIT) where line of code inits, then you can start writing to pixels on the screen.

I call it thirteen.h, inspired by the simplicity of the 13h days.

Examples include a mandelbrot viewer and a playable mine sweeper game.

github.com/Atrix256/Thi...

12.02.2026 03:53 โ€” ๐Ÿ‘ 176    ๐Ÿ” 30    ๐Ÿ’ฌ 8    ๐Ÿ“Œ 4
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Graphics Programming weekly - Issue 426 - February 1st, 2026 www.jendrikillner.com/post/graphic...

02.02.2026 14:01 โ€” ๐Ÿ‘ 54    ๐Ÿ” 15    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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I released this Godot transition shader for free today. It's based on gradient textures so literally any direction, any shape and any pattern is possible!

Link: binbun3d.itch.io/godot-modula...

#godot #GodotEngine #shader #gamedev #gameart

29.01.2026 17:51 โ€” ๐Ÿ‘ 202    ๐Ÿ” 41    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 1
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UV Checker Map Maker | Atlux ฮป UV Checker Maker. Create your custom UV Checker maps for 3D models and download them for free

Just stumbled across an awesome UV grid checker generator site! Lots of nice customizable options...for anyone who does the dirty job of UV unwrapping, at least make it fun and colorful, right? ๐Ÿ˜‚
uvchecker.vinzi.xyz

30.01.2026 19:00 โ€” ๐Ÿ‘ 9    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
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Gradientspace Graph Beta โ€” gradientspace I have released an initial version of Gradientspace Graph (GSGraph), a new C#-based NodeGraph Programming environment that also supports inline text-coding in C# and Python (and LLM-based CodeNode gen...

Hey I made a new thing - it's called Gradientspace Graph, and it's a C#-based NodeGraph Programming system that also supports inline C# and Python "Code Nodes". The NodeGraph Engine is MIT Open-Source and the Editor is Free. More details here: www.gradientspace.com/tutorials/20...

13.01.2026 19:36 โ€” ๐Ÿ‘ 62    ๐Ÿ” 17    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 2
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Customizable sky shader I made with parallax clouds where the sun follows your DirectionalLight. The shader's free btw

Link: binbun3d.itch.io/godot-skies

#godot #GodotEngine #shaders #gamedev #gameart

01.02.2026 09:44 โ€” ๐Ÿ‘ 90    ๐Ÿ” 19    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs

29.01.2026 12:22 โ€” ๐Ÿ‘ 163    ๐Ÿ” 30    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 2
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Graphics Programming weekly - Issue 424 - January 18th, 2026 www.jendrikillner.com/post/graphic...

23.01.2026 14:32 โ€” ๐Ÿ‘ 49    ๐Ÿ” 17    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 425 - January 25th, 2026 www.jendrikillner.com/post/graphic...

27.01.2026 14:20 โ€” ๐Ÿ‘ 50    ๐Ÿ” 16    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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spark.js GLTF Demo: Real-Time Texture Transcoding for Faster Asset Delivery A GLTF viewer that ships textures as compact WebP or AVIF, then transcodes them to GPU-compressed formats in the browser. Small downloads, efficient VRAM. Spark.js handles the conversion so you get th...

spark.js has been featured on webgpu.com!

"Real-Time Texture Transcoding for Faster Asset Delivery"
www.webgpu.com/showcase/spa...

#webgpu #threejs #gamedev

21.01.2026 17:26 โ€” ๐Ÿ‘ 18    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 423 - January 11th, 2026 www.jendrikillner.com/post/graphic...

15.01.2026 15:11 โ€” ๐Ÿ‘ 74    ๐Ÿ” 23    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
How to Vulkan in 2026 - How to Vulkan How to write Vulkan graphics code in 2026

My "How to Vulkan in 2026" @vulkan.org #Vulkan guide is now publicly available at www.howtovulkan.com

I still consider it a preview, though I'm mostly happy with it and only plan on changing minor things and incorporating some feedback.

03.01.2026 18:15 โ€” ๐Ÿ‘ 76    ๐Ÿ” 29    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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I just released my video about the engine (and game) I've been working on.

The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible.

Link in the reply!

This is my first YouTube video and it took forever - please repost!

06.01.2026 19:53 โ€” ๐Ÿ‘ 263    ๐Ÿ” 51    ๐Ÿ’ฌ 13    ๐Ÿ“Œ 2
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Graphics Programming weekly - Issue 422 - January 4th, 2025 www.jendrikillner.com/post/graphic...

07.01.2026 16:03 โ€” ๐Ÿ‘ 53    ๐Ÿ” 24    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
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"Think of the rivers of blood spilled by all those generals and emperors so that, in glory and triumph, they could become the momentary masters of a fraction of a dot."

โ€“ Carl Sagan

05.01.2026 19:25 โ€” ๐Ÿ‘ 444    ๐Ÿ” 150    ๐Ÿ’ฌ 8    ๐Ÿ“Œ 7
How Debuggers Work - Sy Brand - NDC TechTown 2025
YouTube video by NDC Conferences How Debuggers Work - Sy Brand - NDC TechTown 2025

If you want to know how debuggers work in an hour, you can now watch my @ndcconferences.com talk!

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

05.01.2026 16:41 โ€” ๐Ÿ‘ 28    ๐Ÿ” 9    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Slides are now available for my GPC 2025 talk with @phammer.bsky.social on Variable Rate Compute Shaders in Doom The Dark Ages static.graphicsprogrammingconference.com/public/2025/...

06.01.2026 11:34 โ€” ๐Ÿ‘ 33    ๐Ÿ” 7    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
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Graphics Programming weekly - Issue 420 - December 14h, 2025 www.jendrikillner.com/post/graphic...

18.12.2025 14:14 โ€” ๐Ÿ‘ 50    ๐Ÿ” 20    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
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No Graphics API โ€” Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. Itโ€™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 โ€” ๐Ÿ‘ 466    ๐Ÿ” 191    ๐Ÿ’ฌ 19    ๐Ÿ“Œ 12
Fortiche - Showreel 2025
YouTube video by Fortiche Fortiche - Showreel 2025

If any studio could get away with just not bothering to put out any showreels, it's probably Fortiche, and yet they did โค๏ธ www.youtube.com/watch?v=t8CD...

15.12.2025 03:27 โ€” ๐Ÿ‘ 2    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Distinctive Derivative Differences Pesky Problems with Procedural UVs

Over 4 years ago I wrote an article about trying to solve the texture seam you often get in shader generated UVs. Especially in things like equirectangular UVs, though any kind of discontinuity will cause them.

bgolus.medium.com/distinctive-...

14.12.2025 10:31 โ€” ๐Ÿ‘ 22    ๐Ÿ” 4    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 419 - December 7th, 2025 www.jendrikillner.com/post/graphic...

08.12.2025 15:31 โ€” ๐Ÿ‘ 48    ๐Ÿ” 19    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
๐Ÿ‡ meshoptimizer v1.0 Mesh optimization library that makes meshes smaller and faster to render

After nine years of development, meshoptimizer has reached its first major version, 1.0!

This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!

meshoptimizer.org/v1

08.12.2025 16:56 โ€” ๐Ÿ‘ 249    ๐Ÿ” 76    ๐Ÿ’ฌ 9    ๐Ÿ“Œ 1

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 โ€” ๐Ÿ‘ 102    ๐Ÿ” 29    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 1
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Graphics Programming weekly - Issue 418 - November 30th, 2025 www.jendrikillner.com/post/graphic...

02.12.2025 14:00 โ€” ๐Ÿ‘ 65    ๐Ÿ” 20    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Add Vulkan backend (wip) by floooh ยท Pull Request #1350 ยท floooh/sokol ...this will take a while, don't hold your breath. Reading material: https://www.khronos.org/assets/uploads/developers/presentations/Ensure_Vulkan_Synchronization_Vulkanised_Oct_2021.pdf https...

Ok, the experimental sokol-gfx Vulkan backend has been merged:

PR: github.com/floooh/sokol...
Changelog: github.com/floooh/sokol...
Blog post: floooh.github.io/2025/12/01/s...

Remember that this currently only works on Linux, and has only been tested on an Intel GPU.

02.12.2025 16:52 โ€” ๐Ÿ‘ 11    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

My co-founder Jelle wrote an article about a custom data structure he came up with for Superluminal to efficiently store millions of callstacks.

Check it out!

01.12.2025 15:09 โ€” ๐Ÿ‘ 7    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Refactoring League's Particle System: Part 1
YouTube video by GCAP Refactoring League's Particle System: Part 1

League of Legends has been around for over 15 years. It's changed and evolved constantly, releasing new versions nearly every 2 weeks. This is a talk on the start of the refactoring process for our Particle System - how do we refactor something that is constantly shipping? Why would we even do that?

01.12.2025 23:55 โ€” ๐Ÿ‘ 6    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

@andun is following 20 prominent accounts