Photo by G. Solecki/A. Piętak of a small figurine of a bear carved out of amber between 9600 and 4100 BC. The amber is a deep translucent orange. The display lighting makes it glow in places. The bear's head is carved to show ears, mouth, nostrils and eyes. A hole runs through the bear’s torso, suggesting it was threaded onto a cord. Dimensions: Length 10.2 cm, Height 4.2
It was discovered in Słupsk during peat mining in 1887.
According to the museum catalogue ‘’Shortly after its discovery, the figure underwent conservation work to restore its original appearance as it was covered with a layer of dull patina from the exposure to the minerals contained in the peat. Already at that time, at the end of the 19th century, it was assumed the restoration had gone too far. The figure was stripped entirely of patina, the anatomical features of the animal were emphasised, the eyes and nostrils were sharply drawn, and the amber was carefully polished”.
In 2013, a competition was organised by the Education Department of the National Museum in Szczecin, for children to choose a name for the bear. The winning name was ‘Słupcio’,
A little bear figurine carved out of amber some 6,000 years ago 🐻❤️
A hole runs through the bear’s torso suggesting it was threaded on a cord, perhaps worn or carried as a protective charm.
Found in a peat bog near Słupsk, Poland, in 1887.
📷 National Museum in Szczecin
#FindsFriday
#Archaeology
06.02.2026 08:04 — 👍 1443 🔁 328 💬 27 📌 66
Normal Map Compression Revisited – Ignacio Castaño
While working on spark.js, I realized that common normal map compression formats weren’t supported in popular frameworks like three.js. I added the necessary support to three.js and wrote an article to shed some light on the topic:
ludicon.com/castano/blog...
#webgpu #webgl #threejs #sparkjs
05.02.2026 05:04 — 👍 17 🔁 11 💬 0 📌 0
YouTube video by Drew's Campfire
Pushing Simulation to the Limit to Find Order in Chaos
A colleague sent me this: www.youtube.com/watch?v=8jVo...
No further comments needed, it's **very** good.
I've seen some of his videos in the past, but I missed this one. Glad I saw it.
03.02.2026 13:39 — 👍 25 🔁 10 💬 1 📌 0
This feels like the texturing version of spinning around my model.
Playing with carve groups in @marmoset3d.bsky.social to get grey metalness values through intermediate oxidation.
04.02.2026 00:14 — 👍 92 🔁 14 💬 4 📌 1
Graphics Programming weekly - Issue 426 - February 1st, 2026 www.jendrikillner.com/post/graphic...
02.02.2026 14:01 — 👍 54 🔁 15 💬 1 📌 0
Looking forward to this
31.01.2026 18:38 — 👍 1 🔁 0 💬 0 📌 0
the 2nd part of my dithering visual article is finally out!
🔗 visualrambling.space/dithering-pa...
this one mainly explores the threshold map and how it generates those unique visual patterns
hope you enjoy this as much as I enjoyed making it!
made with #threejs & #animejs
22.01.2026 14:06 — 👍 131 🔁 28 💬 6 📌 7
Finally finished Gatling's Metal backend! Here's a teaser of NVIDIA's USD / MDL sample scene 'Attic' running on macOS. What's special about the backend is probably that it uses the same GLSL code as the Vulkan backend, complete with hardware ray tracing. How does that work?
18.01.2026 15:52 — 👍 15 🔁 2 💬 2 📌 0
Let's build a 1997 Quake PC!
fabiensanglard.net/quake_pc/
17.01.2026 01:41 — 👍 65 🔁 10 💬 1 📌 1
Graphics Programming weekly - Issue 423 - January 11th, 2026 www.jendrikillner.com/post/graphic...
15.01.2026 15:11 — 👍 73 🔁 23 💬 0 📌 0
Bootstrapping. Wraparound over illustration for a book on computing development.
15.01.2026 11:47 — 👍 117 🔁 13 💬 2 📌 0
Sketchbook drawing of a big old spaceship, ink and marker
From the Lockdown Era
14.01.2026 18:41 — 👍 1581 🔁 214 💬 9 📌 4
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 — 👍 211 🔁 57 💬 20 📌 15
Graphics Programming weekly - Issue 422 - January 4th, 2025 www.jendrikillner.com/post/graphic...
07.01.2026 16:03 — 👍 53 🔁 24 💬 0 📌 1
Whether you like it or not, a Gaussian splat of wasp! It's menacing.. but also gorgeous! #3dgs
27.12.2025 15:54 — 👍 20 🔁 3 💬 3 📌 0
A mech miniboss I animated for Neon Inferno.
Base concept by Kryssalian.
#pixelart
22.10.2025 18:07 — 👍 220 🔁 54 💬 7 📌 1
🤔 What if you could skip painful subdiv modeling and paint your knurls instead?
@oddenough.art demonstrates a fast, non-destructive workflow using Toolbag’s vector layers and symmetry mode to create and refine knurling patterns in no time.
17.12.2025 17:04 — 👍 75 🔁 12 💬 2 📌 0
Dear ImGui now embeds a vector/scalable version of the classic font by default, manually subsetted/optimized so it fits in 18 KB (opt-out possible). Embedding ensures easily and readily usable in all contexts. Should default to new one on most setups. Here's a compare of both. #ChristmasMiracle
23.12.2025 17:40 — 👍 177 🔁 20 💬 10 📌 0
Graphics Programming weekly - Issue 420 - December 14h, 2025 www.jendrikillner.com/post/graphic...
18.12.2025 14:14 — 👍 50 🔁 20 💬 0 📌 1
Graphics Programming weekly - Issue 419 - December 7th, 2025 www.jendrikillner.com/post/graphic...
08.12.2025 15:31 — 👍 48 🔁 19 💬 0 📌 0
Awesome. Thanks for your efforts!
08.12.2025 21:55 — 👍 1 🔁 0 💬 0 📌 0
🐇 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 — 👍 249 🔁 76 💬 9 📌 1
Graphics Programming weekly - Issue 418 - November 30th, 2025 www.jendrikillner.com/post/graphic...
02.12.2025 14:00 — 👍 65 🔁 20 💬 0 📌 0
Are you targeting the look/palette etc. of a specific device?
26.11.2025 08:07 — 👍 1 🔁 0 💬 1 📌 0
YouTube video by SIGGRAPH Advances in Real-Time Rendering
SIGGRAPH 2025 Advances: STRAND-BASED HAIR AND FUR RENDERING IN INDIANA JONES AND THE GREAT CIRCLE
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Strand-Based Hair And Fur Rendering In Indiana Jones and The Great Circle" by Sergei Kulikov from MachineGames is now online: youtu.be/jSE1XXBEK-w
11.11.2025 23:45 — 👍 45 🔁 20 💬 0 📌 1
Graphics Programming weekly - Issue 416 - November 9th, 2025 www.jendrikillner.com/post/graphic...
11.11.2025 16:06 — 👍 51 🔁 18 💬 0 📌 0
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
05.11.2025 21:15 — 👍 112 🔁 38 💬 1 📌 1
Artist, TV designer, tea drinker, beauty seeker. Commissions open from January. Can't check DMs please contact via website x
Rebeccafosterartist.com
A new micro indie studio based in Manchester UK.
Freelance VFX & graphics developer.
Lizard dad, dog dad, cat dad, neurodivergent, abuser of musical instruments.
https://www.derschmale.com/
Ehrliche Nachrichten - unabhängig, schnell, seit 1845
A Fast Paced, Electrifying, Dual Stick, Action Adventure game… with ROBOTS!! Currently in development by shawnthemiller.bsky.social
Game dev. Made Bad North and Townscaper.
Videogame concept artist by day, webcomic artist on The Thief Of Tales by night. And TTRPG hobbyist by weekends.
a failed art account 23 A dude. I do sell prints, please DO NOT contact me about nft stuff thanks. alariko771@gmail.com
Lead Game Tech Programmer at Guerrilla Games, creator of the Jolt Physics library.
Creative Director @electricsaint.bsky.social
BAFTA Breakthrough // artsy weirdo // illustrator, gamedev, stubborn idiot 🧹🏍️
she/they
annahollinrake.com
👇 Crescent County Kickstarter 👇
kickstarter.com/projects/annahollinrake/crescent-county
3D Artist at Unity
Also Illustrator & Picturebook Creator
Aaaaand I won an award once 😄
Colourful and wibbly wobbly is always best
I make posters for kids, link 👇
https://linktr.ee/lucycorrina
Building a game/engine based on signed distance fields
~ Past: rendering lead @figma.com, indie VR dev, founder @ Workflowy, search backend @ Google, Quake modder
miketuritzin.com
Independent Defense Analysis, Unconventional Naval Warfare, author, submarines, #OSINT, illustrations. Mostly typos
http://www.hisutton.com/
Senior Engine Programmer @rockstargames.com | Previously: @splash-damage.bsky.social and @mountandblade.taleworlds.com
IZMOJUKI is Junji Okubo's Art Project and/or Artist name.
#Mecha Designer / Freelance Concept Artist / Tokyo
#AllYouNeedIsKill / #StarWarsVisions Vol.1 ep8 / #Godzilla : Planet of the Monsters etc
STAR WARS Lover
https://lit.link/IZMOJUKI
I make pictures. Eventually one of them might be good.
michaelfirman.com 🇨🇦
Freelance Concept Artist | Drawer 🗄️
Prev clients: Capcom, Microsoft, Fantasy Flight, Soleil, Rovio, WB San Diego, Atomhawk Studios
https://linktr.ee/hilary_ps
Lead developer behind independent Noisy Shooter 'Selaco'
Netherlands
✉ contact@alteredorbitstudios.com
🎮 http://store.steampowered.com/app/1592280
💬 http://discord.gg/SelacoGame
I capture macro splats, create interactive installations and develop #miqula. Software, Design & Art. No politics.
www.danybittel.ch