Our #SIGGRAPH2025 paper "Augmented Vertex Block Descent" presents an extremely fast and stable physics solver with hard constraints for handling joints and collisions.
The project page has a 2D demo with source code and more details:
graphics.cs.utah.edu/research/pro...
23.06.2025 03:43 โ ๐ 36 ๐ 9 ๐ฌ 1 ๐ 0
synopsis post:
recently i've been working on a rendering prototype. it's a Wolfenstein style fan raycaster (so CPU, no polygons).
it has:
displacement mapped walls
terrain raycaster floors (entirely different tech, but texturally matched with the walls).
(angle constrained) real time shadows
15.06.2025 13:43 โ ๐ 556 ๐ 73 ๐ฌ 18 ๐ 2
In case it's not obvious, every chunk is rendered as an inside out ~cube and the fragment shader of the cube shader does the ray trace / DDA through the 3d texture.
07.06.2025 03:35 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
If we needed it to be way faster I would create a mip-like pyramid for each model w/ 1 bit per voxel, like Teardown does
07.06.2025 03:30 โ ๐ 1 ๐ 0 ๐ฌ 2 ๐ 0
Here's a heat map showing how many steps were needed per pixel. Rainbow wraps after 64 steps.
We also have an oct-tree renderer that we're thinking we'll use for very large levels but i'm not actually sure it'll be faster.
07.06.2025 03:28 โ ๐ 1 ๐ 0 ๐ฌ 2 ๐ 0
Teardown Frame Teardown
Frame breakdown of Tuxedo Labs' voxel-based game
Yeah 3D DDA, pretty close to how Teardown does it:
acko.net/blog/teardow...
64^3 is just to cap the max number of steps any thread needs to take. I haven't investigated how important this is. We run at 360p for stylistic reasons, and worlds with 4000 chunks is <20us so our bottlenecks r elsewhere.
07.06.2025 03:25 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Oh i didnโt realize โBuildโ is a specific engine. I donโt know what they do.
07.06.2025 02:42 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
.vox is popular too. I work on an engine with a .kvx and .vox importer. We convert it to a 3D texture and render it using ray tracing / dda. We tried some other approaches like generating slice planes but ray tracing is faster. For big files we chunk to 64x64x64, or use oct tree
07.06.2025 02:41 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Measuring acceleration structures
Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as โacceleration structureโ and often referred to as โBVH...
New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers!
Reposts appreciated :)
zeux.io/2025/03/31/m...
01.04.2025 04:49 โ ๐ 125 ๐ 56 ๐ฌ 2 ๐ 0
My cozy town building game now has flowers and some simple bushes. I also updated the lighting of the grass to be a bit softer.
Feels much more alive now!
21.03.2025 13:39 โ ๐ 146 ๐ 14 ๐ฌ 3 ๐ 0
More progress on the lighting for my cozy town building game Lots of small tweaks and I've added back the ocean and materials.
Still more to do with the sky lighting, but first I want to get the sun light back and add contact shadows, then some more interesting textures and foliage!
14.03.2025 19:14 โ ๐ 59 ๐ 4 ๐ฌ 2 ๐ 0
โจ๏ธ Unreal Engine Tools Programmer at WB Games, previously Senior Gameplay Programmer at Singularity 6, Treyarch, etc.
๐พ Gamedev is my passion
๐ง Love open platforms, and Godot Engine
I'm making colored pixels for Double Fine Productions. Lead Programmer of Broken Age. Also worked on Keeper and the remastered versions of Grim, DotT, FT and Monkey Island.
Indie Game Studio | Developers of shapez 2, shapez & more.
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Industry veteran from the late 1900s. Solo Indie Dev. Design Consultant. Game Dev Dinosaur. Lord of Bullfrog anecdotes. Playability, pitching and prototypes a speciality.
Got a project that needs poking with a stick? Let me know.
Director @ Duck Shake Games
ex Tech Art R&D @ Epic Games
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- Tech art and chill with us http://discord.gg/gRwaywC
๐ London ๐ธ https://Asher.GG
Creative Director of Sword of the Sea, The Pathless, and ABZร. Art Director of Journey and Flower. Natural history/dinosaur enthusiast. mattnava.com
Programmer, data miner, creator of @steamdb.info
๐ https://xpaw.me
Associate Professor, University of Utah
Founder, Cyber Radiance
http://www.cemyuksel.com
Gamedev, programmer, dnb/jungle raver, demoscener and so on.
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Hi! I'm Tim Schafer!
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10x Editor, FramePro, FastFind, VMem, Ex Lionhead.
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working with the garage door open!
๐ฎ Game Interface Designer & Consultant
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Learn to make games! ๐น๏ธ http://youtube.com/brackeys/
Hobbyist procedural generation guy
Made Tessera, a Unity plugin for #wavefunctioncollapse
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http://www.boristhebrave.com
i make art, mostly with computers. currently working on an open world RPG with roguelike roots and an experimental bent. cat mom. she / her or they / them.
Game dev. Made Bad North and Townscaper.
Arts, Maths & Metaprogramming; Game Developer at @duangle. paniq in the demoscene. Building Frameloop/Tukan, a procedural game engine, maintaining Scopes & gently going NowHere. (he/him, they/them)
Mastodon: @lritter@mastodon.gamedev.place
Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest.
๐ Turku, Finland
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Doing research at Adobe in Computer Graphics/Vision/ML on appearance & content authoring and generation. I also like photography, and baking, but I try to keep it under control!
https://valentin.deschaintre.fr