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 π΄).
therealmjp.github.io/posts/ten-ye...
08.09.2025 00:49 β π 154 π 52 π¬ 7 π 2
Frustum Grids Primer Part 2:
This time instead of having a fixed depth-slice count (which is common for games for a variety of reasons) we'll instead focus on trying to maintain a uniform and non-elongated froxel shapes, which results a variable slice count
www.desmos.com/geometry/yl5...
27.08.2025 20:38 β π 28 π 4 π¬ 1 π 0
The guy who made Undertale didn't know what arrays were when he started making the game and still went on to make one of the greatest games of all time. I try to keep that in mind whenever I get egotistical about programming.
30.08.2025 07:32 β π 40 π 4 π¬ 1 π 0
"Nucleus"
for(float i,z,d;i++<1e2;o+=vec4(3,8,z,0)/d/9e4){vec3 p=z*normalize(FC.rgb*2.-r.xyy),a=normalize(cos(vec3(4,2,0)+t-d/.1));p.z+=8.,a=a*dot(a,p)-cross(a,p);for(d=1.;d++<5.;)a+=sin(a*d+t).yzx/d;z+=d=abs(length(a)-5.)/6.;}
23.07.2025 13:45 β π 206 π 14 π¬ 10 π 5
2000 frame animation, white light beams shining into a grid of glass spheres, forward spectral pathtracing in 2D
11.07.2025 20:14 β π 45 π 4 π¬ 1 π 1
π· One more detail of a sunflower in ultraviolet light
#sunflower
#macro
#ultraviolet
#UV
08.07.2025 22:29 β π 91 π 12 π¬ 1 π 1
Our #SGP25 work studies a simple and effective way to uniformly sample implicit surfaces by casting rays. (1/9)
βUniform Sampling of Surfaces by Casting Raysβ w/ @abhishekmadan.bsky.social @nmwsharp.bsky.social and Alec Jacobson
10.06.2025 14:40 β π 48 π 17 π¬ 1 π 2
"Ghosts"
for(float i,z,d;i++<1e2;o+=vec4(z/7.,2,3,1)/d){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z-=5.*t;p.xy*=mat2(cos(z*.1+t*.1+vec4(0,33,11,0)));for(d=1.;d<9.;d/=.7)p+=cos(p.yzx*d+t)/d;z+=d=.02+abs(2.-dot(cos(p),sin(p.yzx*.6)))/8.;}o=tanh(o*o/1e7);
25.04.2025 13:48 β π 107 π 9 π¬ 5 π 0
βHank, why are you spending so much time defending the freaking /minecraft movie?/β
Actually, Iβm not defending anything, I am attacking the practice of dumping buckets of jaded misery on moments of goofy joy and I will absolutely die on that hill.
12.04.2025 03:26 β π 16432 π 991 π¬ 480 π 101
02.11.2024 19:38 β π 12 π 3 π¬ 0 π 0
600 million white points make up this image of mine on a canvas of 60000 pixels x 60000 pixels. Each point is a root of the parametric polynomial:
4π₯βΆ + (β10π‘βΒ³ + 10π‘βΒ² β 10π‘β + 10π)π₯Β² + (10π‘βΒ³ β 10π‘βΒ² β 10π‘β + 10π)π₯
π‘β, π‘β β β, |π‘β| = |π‘β| = 1
22.03.2025 18:12 β π 46 π 12 π¬ 3 π 1
YouTube video by Wookash Podcast
Aras PranckeviΔius on Unity Engine internals and company!
The world in 2025 is completely bonkers! For example, I went on a podcast! youtu.be/ioMKDonZcgg - at Wookash Podcast we talked about Unity, Blender and some other stuff. Iβve used up my talking quota for half a year.
22.03.2025 16:34 β π 58 π 9 π¬ 0 π 0
I will admit to finding the βall problems are caused by evil and we could fix every problem without any trade-offsβ worldview pretty draining and immature.
01.03.2025 23:56 β π 7327 π 359 π¬ 278 π 20
It's incredibly beautiful! Probably my favorite recent discovery. Found it through Floating Points' latest Boiler Room set.
02.02.2025 19:33 β π 1 π 0 π¬ 0 π 0
243 chars of #GLSL:
vec2 p=(FC.xy-r*.5)/r.y*mat2(9,-2,2,9),v;for(float i;i++<50.;o+=(cos(sin(i)*vec4(7,4,2,1))+1.)*exp(sin(i*i+t))/length(max(v,vec2(v.x*(3.+snoise2D(p+vec2(t/.3,i)))/1e2,v.y*.21))))v=p+cos(i*i+t+p.x*.2+vec2(0,11))*3.;o=tanh(pow(o/3e2,vec4(1.5)));
17.01.2025 21:11 β π 72 π 8 π¬ 3 π 0
VFX-computer graphic and programming stuff.
To share/find interesting stuff.
https://www.shadertoy.com/user/morimea - Shadertoy
https://github.com/danilw - blog posts there
Rendering, ray tracing, Metal API.
Anukari is a software synthesizer and effects processor based on a fully interactive 3D physics simulation. Drag and drop physics components like masses and springs to design your own 3D instrument or effect.
https://anukari.com
I make annoying noises.
https://mick-gordon.com/
Love physics simulations and rendering algorithms. Currently work at
ZibraAI as Lead 3D Research Engineer. Discord: misha.m. michaelmoroz.github.io/about/
Rendering Engineer at Disney Animation working on Disney's Hyperion Renderer. Previously at Pixar, Dreamworks, Cornell, Penn. Views here are my own.
https://www.yiningkarlli.com
https://mastodon.gamedev.place/@yiningkarlli
Waitress turned Congresswoman for the Bronx and Queens. Grassroots elected, small-dollar supported. A better world is possible.
ocasiocortez.com
Physics, philosophy, complexity. @jhuartssciences.bsky.social & @sfiscience.bsky.social. Host, #MindscapePodcast. Married to @jenlucpiquant.bsky.social.
Latest books: The Biggest Ideas in the Universe.
https://preposterousuniverse.com/
#TinyGlade is a small relaxing diorama builder where you doodle whimsical castles, cozy cottages & romantic ruins.
π http://s.team/a/2198150
π https://pouncelight.games/tiny-glade/
Director of Flow(2024) and Away(2019)
Just for announcing articles published in the Journal of Computer Graphics Tools, a diamond open access (free for all) journal at https://jcgt.org
Math & Art Videos.
* https://youtube.com/Inigo_Quilez
* https://iquilezles.org
Created Shadertoy, Pixar's Wondermoss, Quill, and more.
Reserved. βοΈ healthygamergg@donda.lol
inactive since May 10, 2025.
Programmer. Worked on Unity game engine 2006-2021. Now working on Blender. Primarily over at mastodon.gamedev.place/@aras
Programmer at Pacific Light & Hologram
Programming: computerenhance.com
Comics: meowtheinfinite.com