๐ 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 ๐ 243 ๐ 75 ๐ฌ 8 ๐ 1
Graphics Programming weekly - Issue 419 - December 7th, 2025 www.jendrikillner.com/post/graphic...
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Graphics Programming weekly - Issue 417 - November 15th, 2025 www.jendrikillner.com/post/graphic...
17.11.2025 14:55 โ ๐ 46 ๐ 20 ๐ฌ 0 ๐ 0
GitHub - Geolm/bc_crunch: tiny dependency-free lossless compressor for BC/DXT texture streams (C99, ~700 LoC)
tiny dependency-free lossless compressor for BC/DXT texture streams (C99, ~700 LoC) - Geolm/bc_crunch
Just released bc_crunch: a tiny (~700 LOC), C99 library for lossless BC1/BC4/BC3/BC5 compression.
One .c/.h pair, no deps, no malloc
GPU-ready output
Zigzag + delta + popcount/dictionary tricks
Tested
Perfect for games, procedural assets, streaming textures.
github.com/Geolm/bc_cru...
15.11.2025 13:18 โ ๐ 40 ๐ 8 ๐ฌ 3 ๐ 0
Graphics Programming weekly - Issue 416 - November 9th, 2025 www.jendrikillner.com/post/graphic...
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Graphics Programming weekly - Issue 414 - October 26th, 2025 www.jendrikillner.com/post/graphic...
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Graphics Programming weekly - Issue 413 - October 19th, 2025 www.jendrikillner.com/post/graphic...
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Graphics Programming weekly - Issue 412 - October 12th, 2025 www.jendrikillner.com/post/graphic...
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Graphics Programming weekly - Issue 411 - October 5th, 2025 www.jendrikillner.com/post/graphic...
07.10.2025 13:31 โ ๐ 57 ๐ 22 ๐ฌ 0 ๐ 0
Graphics Programming weekly - Issue 410 - September 28th, 2025 www.jendrikillner.com/post/graphic...
29.09.2025 13:30 โ ๐ 50 ๐ 22 ๐ฌ 0 ๐ 0
Great write up. I wonder does nointerpolation have any notable impact?
22.09.2025 14:55 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Graphics Programming weekly - Issue 409 - September 21st, 2025 www.jendrikillner.com/post/graphic...
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Graphics Programming weekly - Issue 408 - September 14th, 2025 www.jendrikillner.com/post/graphic...
15.09.2025 16:32 โ ๐ 65 ๐ 21 ๐ฌ 1 ๐ 1
Graphics Programming weekly - Issue 407 - September 7th, 2025 www.jendrikillner.com/post/graphic...
10.09.2025 13:47 โ ๐ 54 ๐ 13 ๐ฌ 0 ๐ 0
Ten Years of D3D12
For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...
I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.
(And yes it's really been 10 years ๐ด).
therealmjp.github.io/posts/ten-ye...
08.09.2025 00:49 โ ๐ 153 ๐ 53 ๐ฌ 7 ๐ 3
Graphics Programming weekly - Issue 406 - August 31st, 2025 www.jendrikillner.com/post/graphic...
01.09.2025 13:24 โ ๐ 49 ๐ 14 ๐ฌ 0 ๐ 0
Tickets are up! graphicsprogrammingconference.com/tickets/
28.08.2025 16:13 โ ๐ 25 ๐ 9 ๐ฌ 0 ๐ 6
Graphics Programming weekly - Issue 405 - August 24th, 2025 www.jendrikillner.com/post/graphic...
25.08.2025 12:40 โ ๐ 62 ๐ 19 ๐ฌ 1 ๐ 0
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "MegaLights: Stochastic Direct Lighting in Unreal Engine 5โ talk by @knarkowicz.bsky.social and @tiagocostav.bsky.social from Epic Games are now online
advances.realtimerendering.com/s2025/index....
26.08.2025 15:59 โ ๐ 31 ๐ 12 ๐ฌ 0 ๐ 1
Graphics Programming weekly - Issue 404 - August 17th, 2025 www.jendrikillner.com/post/graphic...
18.08.2025 13:19 โ ๐ 62 ๐ 17 ๐ฌ 1 ๐ 0
A snippet of the blog post, showing a short explanation of derivatives, as well as a graph of a quadratic function, and a graph of its derivative.
Derivatives, Gradients, Jacobians and Hessians โ Oh My!
New mathy blog post to try and make some scary sounding terms less scary.
blog.demofox.org/2025/08/16/d...
17.08.2025 04:33 โ ๐ 130 ๐ 34 ๐ฌ 3 ๐ 1
Graphics Programming weekly - Issue 403 - August 10th, 2025 www.jendrikillner.com/post/graphic...
11.08.2025 12:53 โ ๐ 36 ๐ 8 ๐ฌ 0 ๐ 0
Back in 2021 I released a Vulkan sample that demonstrated adding ray-tracing to a traditional game render pipeline. Since then the code has rotted away and stopped working. So this week I finally resurrected it! Hope it will keep being a learning resource for beginners.
github.com/diharaw/hybr...
07.08.2025 18:13 โ ๐ 46 ๐ 8 ๐ฌ 2 ๐ 0
Graphics Programming weekly - Issue 402 - August 3rd, 2025 www.jendrikillner.com/post/graphic...
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Graphics Programming weekly - Issue 401 - July 27th, 2025 www.jendrikillner.com/post/graphic...
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Graphics Programming weekly - Issue 400 - July 20th, 2025 www.jendrikillner.com/post/graphic...
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Graphics Programming weekly - Issue 399 - July 13th, 2025 www.jendrikillner.com/post/graphic...
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Graphics Programming weekly - Issue 398 - July 6th, 2025 www.jendrikillner.com/post/graphic...
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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.
Team lead in the video game industry, in my spare time : saxophonist/composer, chess patzer, pixelart lover. All expressed opinions are my own.
DSLightingEngine is a renderer replacement for DS2/DS3.
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Donations: https://ko-fi.com/ragevitamins, https://www.patreon.com/c/DarksoulsLightingEngine
LinkedIn : https://www.linkedin.com/in/ganesh-mamadapur-45395064/
Software Developer. Computer Graphics. Kind human.
๐ youtube.com/@robertallenmartin/videos
๐ github.com/robertallenmartin
Graphics engineer with deep experience from IrisGL to Vulkan. NVIDIA DevTech Engineer specializing in real-time rendering, Vulkan, and ray tracing. Focused on efficient graphics samples, optimizing shaders, and bridging the gap between code and pixel.
NVIDIA Developer Technology Engineer. Past game & tech artist, quake2/3 mods (CrazyButcher). Personal account, speaking for myself. he/him
Principal Graphics Programmer at Creative Assembly. Alien: Isolation Sequel. Prev. Hyenas, Halo Wars 2. Views are my own. Building #quackdebugger
https://kahoneki.com/
๐ Graphics Enthusiast and Maths Enjoyer :]]]]
๐ She/Her
๐ฎ Currently working on a Vulkan/DX12/PS5 Render Engine
๐ 3rd Year Computer Games Technology Student @ Abertay University
Assistant Professor @UWaterloo CS
rendering, light transport & optics
PhD @UCSB, MSc @WeizmannScience, formerly @Crytek @NVIDIA.
๐ฎ๐ฑ๐จ๐ฆโก๏ธ
ssteinberg.xyz
Activision, previously at Unity, Bungie, AMD/ATI
all opinions my own.
Real-Time Rendering Enthusiast. But let's be honest - all rendering. and some ML.
Ph.D student at the Max Planck Institute for Intelligent Systems. Forest child.
https://sbharadwajj.github.io/
The Matrix was a documentary.
Graphics & Society @ MIT CSAIL. Prev. Meta, Disney Research.
Yugo girl, mother of a half-dog, half-tornado, and a baby seal. ๐ถ๐ถ she/her ๐๐น
Bringing live updates for speed games, current runs, leaderboard changes, and other news for select games and categories. Currently includes updates for SM64, CTR, Halo, and more. If you want a specific game update to be highlighted, DM it to this account!
Hobby game dev, making retro style games: mattiasgustavsson.itch.io and public domain C libs: github.com/mattiasgustavsson
I write about things at mattiasgustavsson.com
Feel free to DM me about anything
That annoying, monotone chef from various other platforms. Yup, itโs me.
Plays video games. Makes video games. Helps others make video games.
Developer of "Potions: A Curious Tale"
PotionsACuriousTale.com
โ๏ธ(Ex lead) tools programmer @ Kylotonn by day.
๐Solodev by night working on a custom engine and games.
Writing The Pragmatic Engineer (@pragmaticengineer.com), the #1 technology newsletter on Substack. Author of The Software Engineer's Guidebook (engguidebook.com). Formerly at Uber, Skype, Skyscanner. More at pragmaticengineer.com