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@saschawillems.bsky.social

Application developer by day, open source developer and Khronos contributor by night. Maintainer of the Vulkan and OpenGL and hardware databases at https://www.gpuinfo.org

909 Followers  |  392 Following  |  44 Posts  |  Joined: 17.10.2024
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Posts by (@saschawillems.bsky.social)

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Graphics Programming weekly - Issue 430 - March 1st, 2026 www.jendrikillner.com/post/graphic...

02.03.2026 17:48 β€” πŸ‘ 44    πŸ” 14    πŸ’¬ 0    πŸ“Œ 0

That's indeed impressive! Btw. you can easily test your Linux builds from Windows using WSL2. That gives you a full Vulkan implementation (although a software renderer).

25.02.2026 16:11 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Hooray!πŸŽ‰I can’t believe I’ve pulled this off ~ this #Vulkan project is now running on Windows βœ… and Android βœ…Next step: I need to install Linux to test it there as well and maybe grab a Steam Deck too, just for testing purposes.πŸ’ƒ

#GraphicsProgramming #Gamedev #IndieDev
#DotNet #CSharp #Android

25.02.2026 15:43 β€” πŸ‘ 28    πŸ” 3    πŸ’¬ 2    πŸ“Œ 0
Vulkan releases game engine tutorial

Vulkan releases game engine tutorial

The Vulkan Working Group has published, Building a Simple Game Engine, a new in-depth tutorial for developers ready to move beyond the basics and into professional-grade engine development.

Learn more: www.khronos.org/blog/new-vul...
#vulkan #tutorial #programming #gpu #gameengine

25.02.2026 14:34 β€” πŸ‘ 243    πŸ” 37    πŸ’¬ 10    πŸ“Œ 5
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Graphics Programming weekly - Issue 429 - February 22nd, 2026 www.jendrikillner.com/post/graphic...

23.02.2026 14:56 β€” πŸ‘ 47    πŸ” 16    πŸ’¬ 0    πŸ“Œ 0
Vulkanised 2026: Vulkan Now and Then (for Hobbyists)
YouTube video by Vulkan Vulkanised 2026: Vulkan Now and Then (for Hobbyists)

If you wanna know if #Vulkan @vulkan.org is the right graphics api for hobby developers (tl;dr: yes), you might find an answer in my #Vulkanised 2026 talk: www.youtube.com/watch?v=Eshk...

19.02.2026 17:07 β€” πŸ‘ 29    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0

What a coincidence. That's actually one of the most recent games I bought. After I had to sell this like 30 years ago along with my Mega Drive to pay my first internet bill ^^

17.02.2026 19:25 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Looking for a basic @vulkan.org #Vulkan descriptor heap example? I've got you covered: github.com/SaschaWillem...

12.02.2026 17:55 β€” πŸ‘ 26    πŸ” 6    πŸ’¬ 0    πŸ“Œ 0
Khronos celebrates 25 years

Khronos celebrates 25 years

Khronos is celebrating 25 years of shaping visual computing with open standards!

Come reminisce with us: www.khronos.org/blog/the-khr...
#khronos #anniversary

10.02.2026 14:10 β€” πŸ‘ 6    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
Vulkan Descriptor Heap extension

Vulkan Descriptor Heap extension

In this blog, Vulkan Strategy Officer, Tobias Hector, explains how the new extension fundamentally changes how Vulkan applications interact with descriptors. The working group is looking for feedback before making it part of the core specification.

Learn more: khr.io/1n5
#vulkan #gpu #programming

05.02.2026 14:46 β€” πŸ‘ 13    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
Download - Vulkan Hardware Database by Sascha Willems

@vulkan.org #Vulkan Hardware Capability viewer 4.11 released. This version adds support for several new extensions, incl. VK_EXT_descriptor_heap.
vulkan.gpuinfo.org/download.php

01.02.2026 10:56 β€” πŸ‘ 7    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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πŸ”” We’re #Hiring! The Forge Interactive is looking for a Graphics Programmer and an Intern to join our team!

🌐 Apply on LinkedIn: The Forge Interactive, Inc.

#GraphicsProgramming #Intern #GameDevCareers #OpenRole #GameDev

15.01.2026 19:42 β€” πŸ‘ 16    πŸ” 5    πŸ’¬ 0    πŸ“Œ 1
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I just released my video about the engine (and game) I've been working on.

The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible.

Link in the reply!

This is my first YouTube video and it took forever - please repost!

06.01.2026 19:53 β€” πŸ‘ 266    πŸ” 51    πŸ’¬ 13    πŸ“Œ 2
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Graphics Programming weekly - Issue 422 - January 4th, 2025 www.jendrikillner.com/post/graphic...

07.01.2026 16:03 β€” πŸ‘ 53    πŸ” 24    πŸ’¬ 0    πŸ“Œ 1
How to Vulkan in 2026 - How to Vulkan How to write Vulkan graphics code in 2026

My "How to Vulkan in 2026" @vulkan.org #Vulkan guide is now publicly available at www.howtovulkan.com

I still consider it a preview, though I'm mostly happy with it and only plan on changing minor things and incorporating some feedback.

03.01.2026 18:15 β€” πŸ‘ 76    πŸ” 29    πŸ’¬ 0    πŸ“Œ 0
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Release 1.0.0 Β· jrouwe/JoltPhysics.js New functionality Updated to Jolt v5.5.0 Added RagdollSettings::CalculateConstraintPriorities which calculates constraint priorities that boost the priority of joints towards the root of the ragdo...

JoltPhysics.js v1.0.0 is out: github.com/jrouwe/JoltP...

28.12.2025 15:51 β€” πŸ‘ 34    πŸ” 7    πŸ’¬ 0    πŸ“Œ 0
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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 β€” πŸ‘ 178    πŸ” 20    πŸ’¬ 10    πŸ“Œ 0
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meshoptimizer 1.0 released A short post today. If you’re following me on any of the vast array of social accounts then you’re probably aware, but if you’re reading this blog through the ancient technology otherwise known as RSS...

One more thing! A few weeks ago I wrote a post that aggregates various articles I have written on meshoptimizer over the years:

zeux.io/2025/12/09/m...

If you’re looking for some reading to do over the break, consider revisiting these.

22.12.2025 22:51 β€” πŸ‘ 27    πŸ” 7    πŸ’¬ 1    πŸ“Œ 0
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Been working on a single page "How to Vulkan in 2025/26" tutorial/guide. I want to do more than "just another" tutorial so I try to add in little notes here and there to add context based on my experience from helping #vulkan developers for now almost ten years :)

22.12.2025 17:43 β€” πŸ‘ 15    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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-- JOB SEARCH POST/RT APPRECIATED --
Hello everyone!

I am available for work (full time position/internship) anywhere in the world with priority going to the EU, starting June 2026. 🧡

20.12.2025 13:54 β€” πŸ‘ 38    πŸ” 17    πŸ’¬ 2    πŸ“Œ 1

RenderDoc v1.42 is now available! It adds limited support for shader debugging on OpenGL. Note that likely a minority of shaders and not all drivers will be supported.

Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds

19.12.2025 17:39 β€” πŸ‘ 18    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0

Small correction on VK_EXT_host_image_copy: It actually is available on non-UMA architectures (See vulkan.gpuinfo.org/displayexten...). Been using it on my RTX 4070 in combination with ReBAR. Makes things easier/less verbose :)

16.12.2025 22:52 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

They do reflect real HW, and that's part of the problem if you want or have to support a broad range of platforms incl. mobile. But tbh. writing Vulkan in 2025 can be a lot easier/less verbose than ten years ago :)

16.12.2025 22:48 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Awesome writeup. Perfect read for the holidays :) Working on/with one of (or the?) most verbose GPU apis ever day by day makes me wish for simpler things. Maybe Vulkan 2.x can get us there ;)

16.12.2025 22:44 β€” πŸ‘ 11    πŸ” 0    πŸ’¬ 0    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

I love videos like these. So many memories. My first OpenGL engine with a snow particle system still runs on current gen HW :)

11.12.2025 16:35 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Snow in 3D games has been been there since the beginning: how has it changed and evolved? Which games pushed it forward? How did various techniques for snow rendering run on PC hardware of the time? Find out in this 35 minute winter-themed retro video on snow! [Sponsored]
youtu.be/j3fLyhOm7X8

11.12.2025 15:03 β€” πŸ‘ 155    πŸ” 9    πŸ’¬ 13    πŸ“Œ 0

Something I miss in Guild Wars 2 is the open vastness and serenity that the jade sea offered. End of dragons was great, but didn't manage to capture that same feeling.

09.12.2025 18:43 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Nostalgia hitting hard. Thank you so much @guildwars2.com and everyone keeping this game alive. Haven't done a match in the jade quarry for prob. more than a decade :)

09.12.2025 18:41 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
πŸ‡ 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 β€” πŸ‘ 249    πŸ” 76    πŸ’¬ 9    πŸ“Œ 1