Congrats on the new prime minister, Canada. I’m super sad to see him leave Sony, but I’m sure he will launch many successful games consoles for you
29.04.2025 04:29 — 👍 8 🔁 1 💬 2 📌 0
Gigi 0.99.6 released!
Introducing the Gigi Browser, which lets you search through a library of Gigi techniques, and you can submit your own as well.
Also thanks to Patrick Anderson for making a "Plastic Shaded" view in the model viewer.
More info in release notes:
github.com/electronicar...
24.01.2025 23:48 — 👍 32 🔁 7 💬 0 📌 1
If you enjoyed the OA, you should probably take a look at "A Murder At The End of the World" on FX, D+, and I presume Hulu. Another interesting story unfolding from the clever pairing of Brit Marling and Zal Batmanglij.
15.11.2023 02:11 — 👍 1 🔁 0 💬 0 📌 0
Here we go! I guess... welcome to the next world?
18.10.2023 22:34 — 👍 5 🔁 0 💬 0 📌 0
Senior Rendering Programmer @ Epic Games. Currently working on Nanite.
A game dev, programmer, skier, zig user.
Principal Engineer - Microsoft ATG
Graphics researcher at TU Delft. Formerly Intel, KIT, NVIDIA, Uni Bonn. Known for moment shadow maps, MBOIT, blue noise, spectra, light sampling. Opinions are my own.
https://MomentsInGraphics.de
Founder & CTO of Traverse Research, Graphic Programming Conference co-organizer. Ex SEED & Frostbite
Principal Technical Director @ Respawn
Formerly EA, Ubisoft
PS5 raytracing and shader compiler at ATG
Just for announcing articles published in the Journal of Computer Graphics Tools, a diamond open access (free for all) journal at https://jcgt.org
Rendering Engineer. ex - Meta, Roblox, Epic, Microsoft, EA, Gremlin
Working on RenderDoc (https://github.com/baldurk/renderdoc) a PC graphics debugger.
Principal Engineer/Architect with 10+ years experience | Rust 🦀 | Platform Engineering, High-Performance Systems | Working with Rust at Amazon
Twitter: twitter.com/arvidgerstmann
LinkedIn: linkedin.com/in/arvidgerstmann
Blog: arvid.io
Principal engineer doing graphics on F1 at EA/Codemasters
Technical Architect and GPU Plumber on Assassin's Creed & Anvil Engine at Ubisoft MTL. I speak for myself.
Technical Director @ Epic Games, Stockholm
Gfx coder and chip designer. He/him/3Dlabs/Muckyfoot/RAD/Valve/Oculus/Intel/Rec Room.
mastodon.gamedev.place/web/@TomF
(twitter.com/tom_forsyth if you're nasty)
Head of Rendering @ Pacific Light & Hologram
Past: ~30 games/engines/platforms including Fable, Splinter Cell, Total War, Dauntless, No Mans Sky, DeepMind Lab, etc.
Lionhead/Microsft, Ubisoft, Google/DeepMind, SEGA, etc.
一所懸命HW設計者のふりをやっとる現代のC++が大嫌いなSWの開発者。FPGAのGPUとレトロな家庭用ゲーム機を作ること、うちの猫(ニュートリノ+コスモス)、お箏の演奏、ゲーム開発、抹茶+和菓子がめっさ好きやねん。postsは私個人の意見で、会社を代表するものやない
https://fpga.maisonikkoku.com
the only good anime pfp acct · http://gpfault.net · http://github.com/nicebyte · http://nice.graphics
🏳️🌈 ally, BLM, gamedev (Thief, Promesst), Indie Game Jam cofounder, popularized C header-file-only libs w/stb. he/him
Larry, I'm on DuckTales.
https://nothings.org