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simppafi

@simppafi.bsky.social

Craftsman of the Digital Era, Monarch of APEXvj, Demoscene, Evoflash, Melancholy. https://simppa.fi

167 Followers  |  50 Following  |  21 Posts  |  Joined: 04.11.2023  |  1.7561

Latest posts by simppafi.bsky.social on Bluesky

Pushing Simulation to the Limit to Find Order in Chaos
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 β€” πŸ‘ 25    πŸ” 10    πŸ’¬ 1    πŸ“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 β€” πŸ‘ 162    πŸ” 30    πŸ’¬ 1    πŸ“Œ 2
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"Order and disorder." probably my last take at #genuary26, uses a 3D pathfinder to go from neatly ordered stacks to a random layout. #genuary2615

BTW, I'm available for freelance work (2 days a week for now).

HIRE ME, I'm GOOD (& CHEAP! 😁)

also ok with collabs, mentoring, Q&As, AMA...

23.01.2026 18:35 β€” πŸ‘ 18    πŸ” 6    πŸ’¬ 1    πŸ“Œ 1
Melua - Civilization
YouTube video by Melua Melua - Civilization

Our bands new music video. www.youtube.com/watch?v=d1yu...

09.01.2026 13:26 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Graphics Programming Conference The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.

All the presentations slides of the Graphics Programming Conference 2025 are up #GPC2025
graphicsprogrammingconference.com/archive/2025/

05.01.2026 10:30 β€” πŸ‘ 34    πŸ” 12    πŸ’¬ 0    πŸ“Œ 0

Went to see the latest Avatar (HFR) with my boy and...: Does my gamer/gfx brain see fps differenty then Cameron's brain?

The movie is both 24 and 48fps, it jumps between and this switch makes 24fps look extremely laggy! It looks so disturbing that some people MUST perceive fps differently then me.

31.12.2025 07:50 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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No Graphics API β€” Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’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 β€” πŸ‘ 465    πŸ” 191    πŸ’¬ 19    πŸ“Œ 12
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Video Game Blurs (and how the best one works) How to build realtime blurs on the GPU and how the best blur algorithm works - "Dual Kawase"

Great read: "Video Game Blurs (and how the best one works)" blog.frost.kiwi/dual-kawase/

01.12.2025 20:52 β€” πŸ‘ 108    πŸ” 25    πŸ’¬ 0    πŸ“Œ 1
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This is Sektori! A twin-stick shooter I've been making (and documenting the journey) since April 2021. And it finally launched TODAY on Steam, PS5 and Xbox! Here's a fresh launch trailer, all shares highly appreciated. More game info in replies.

#indiegame #ps5 #xbox #steam #indiedev #gamedev

18.11.2025 10:49 β€” πŸ‘ 353    πŸ” 156    πŸ’¬ 25    πŸ“Œ 33

...and right file size.

24.10.2025 06:44 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I've been avoiding news since June. I'm totally unaware of how scared and angry I should be.

04.09.2025 12:27 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice

Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow:
blog.selfshadow.com/publications...

10.08.2025 14:46 β€” πŸ‘ 111    πŸ” 55    πŸ’¬ 1    πŸ“Œ 0

Looking forward to my first ever Siggraph next week! Who's around? Who wants to have a drink? What are you looking forward to catch at the conference? See you soon!

04.08.2025 11:00 β€” πŸ‘ 3    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
WUNDERLUST

WUNDERLUST by Gray Marchers graymarchers.github.io/wunderlust/W...

Pretty cool! Boys are on a winning streak. :)

04.08.2025 07:40 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Awesome!

18.07.2025 11:24 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I'll be at Siggraph Vancouver this year. Anyone else going?

18.07.2025 11:06 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Lighting decomposition. The six panes show different parts of the baked and runtime lighting.

Lighting decomposition. The six panes show different parts of the baked and runtime lighting.

A roof tile texture compression example. An RGB diffuse texture and a normal map are both compressed to a 16-color palette image in a way that palette indices are shared. Therefore the actual image data has to be stored just once at 4 bits per pixel.

A roof tile texture compression example. An RGB diffuse texture and a normal map are both compressed to a 16-color palette image in a way that palette indices are shared. Therefore the actual image data has to be stored just once at 4 bits per pixel.

A new blog post on our N64 demo: 30fps.net/pages/palett...

It explains the normal mapping technique and how baked lighting was stored and composited at runtime. Also reveals what a hack the specular effects were!

17.05.2025 10:55 β€” πŸ‘ 63    πŸ” 13    πŸ’¬ 0    πŸ“Œ 0
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Load-store conflicts meshoptimizer implements several geometry compression algorithms that are designed to take advantage of redundancies common in mesh data and decompress quickly - targeting many gigabytes per second in...

New blog post! "Load store conflicts", in which we look at some performance sensitive code that has surprisingly dramatic performance swings based on the compiler and the microarchitecture used. Reposts appreciated!

zeux.io/2025/05/03/l...

04.05.2025 14:37 β€” πŸ‘ 60    πŸ” 23    πŸ’¬ 1    πŸ“Œ 0

or even "do" say

25.04.2025 08:12 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

but what does they say?

25.04.2025 07:46 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
IGORRR - ADHD
YouTube video by Igorrr IGORRR - ADHD

🧠πŸ’₯🧠 www.youtube.com/watch?v=TGIv...

04.04.2025 07:57 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Those progressive switches 🀌

25.03.2025 15:14 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
d159 : Android Demo, NVScene 2015 (NVidia Shield Tablet)
YouTube video by Simo Santavirta d159 : Android Demo, NVScene 2015 (NVidia Shield Tablet)

Made this Android-demo ten years ago : www.youtube.com/watch?v=rq1v... (music by @gloom303.com)

25.03.2025 08:42 β€” πŸ‘ 9    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0
Melua - Time
YouTube video by Melua Melua - Time

Our band released a music video.
youtu.be/iv_qih9YgSY?...

15.02.2025 06:21 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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New episode Solstice - 5: Forgotten Archives is now available on youtube!!

youtu.be/Gl2hTmgG18k

10.02.2025 19:21 β€” πŸ‘ 190    πŸ” 43    πŸ’¬ 7    πŸ“Œ 9

Wasn't this exactly what @freya.bsky.social tried to find via google? :D

10.02.2025 14:10 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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In case you ever need to work with GLTF(GLB) this will come handy. Found it here github.com/gltf-rs/gltf here's a pdf version: www.khronos.org/files/gltf20... and I think this originate here : github.com/javagl/gltfO...

10.02.2025 14:05 β€” πŸ‘ 3    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

I got tired of people relying on other people's code to build demos (or games for that matter) so here's a tutorial in 40 steps and ~400 lines of C++ on how to build a renderer (with music) in DX11:

gargaj.github.io/demos-for-du...

28.01.2025 18:04 β€” πŸ‘ 275    πŸ” 75    πŸ’¬ 12    πŸ“Œ 4
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New dithering method dropped

I call it Surface-Stable Fractal Dithering and I've released it as open source along with this explainer video of how it works.

Explainer video:
www.youtube.com/watch?v=HPqG...

Source repository:
github.com/runevision/D...

#gamedev #vfx

23.01.2025 15:28 β€” πŸ‘ 1595    πŸ” 384    πŸ’¬ 48    πŸ“Œ 32
Surface-Stable Fractal Dithering
YouTube video by runevision Surface-Stable Fractal Dithering

youtu.be/HPqGaIMVuLs?... gg

26.01.2025 12:01 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

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