GitHub - JorenJoestar/DevGames2025
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I've released a simple RTAO implementation, written for the DevGames2025 conference.
a poor-man's RTAO, showing how much the real problem is denoising.
I wanted to write the simplest RT as an introduction to it.
Vulkan+HLSL+Code generation for Descriptors
github.com/JorenJoestar...
11.06.2025 16:25 โ ๐ 12 ๐ 6 ๐ฌ 0 ๐ 0
Graphics Programming weekly - Issue 394 - June 9th, 2025 www.jendrikillner.com/post/graphic...
10.06.2025 13:43 โ ๐ 69 ๐ 28 ๐ฌ 1 ๐ 0
Unlocking Creativity with Signed Distance Fields
Iรฑigo Quilez shares his vision for a world post-polygon - easier to create 3D content, less technical, and more creative!
I'll be talking about SDFs and creative workflows tomorrow, hosted by the SIGGRPAH San Francisco Chapter - please sing up here before they close registration tomorrow noon.
www.eventbrite.com/e/unlocking-...
28.05.2025 01:55 โ ๐ 76 ๐ 12 ๐ฌ 2 ๐ 0
Left. The dominant axis is x.
We first translate the ray along its direction vector such that the
transformed rayโs origin o coincides with the subspace spanned by
the other, non-dominant axes (only y in this 2D-example). Scaling
the direction vector by 1/dx the x-component of the transformed
rayโs direction d becomes 1. Now the intersection ray parameter
with the near and far plane along the x-axis directly corresponds
to the bounding box coordinates bminX and bmaxX without any further computations required
Axis-Normalized Ray-Box Intersection
"By transforming the ray we eliminate the need for one third of the traditional bounding-slab tests and achieve a speed enhancement of approximately 13.8% or 10.9%"
graphics.tu-bs.de/publications...
15.05.2025 08:46 โ ๐ 19 ๐ 3 ๐ฌ 0 ๐ 0
Graphics Programming weekly - Issue 391 - May 11th, 2025 www.jendrikillner.com/post/graphic...
12.05.2025 13:30 โ ๐ 74 ๐ 23 ๐ฌ 1 ๐ 0
part of my job today was helping someone put sticky notes on themselves. we are so back
29.04.2025 15:34 โ ๐ 569 ๐ 47 ๐ฌ 8 ๐ 2
Congrats!!!!! really deserved!
22.04.2025 11:16 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Couldn't agree more
17.04.2025 09:55 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Wait.... there was a cooking guide on the DS?
16.04.2025 18:20 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Graphics Programming weekly - Issue 387 - April 13th, 2025 www.jendrikillner.com/post/graphic...
14.04.2025 13:45 โ ๐ 82 ๐ 23 ๐ฌ 0 ๐ 1
Graphics Programming weekly - Issue 386 - April 6th, 2025 www.jendrikillner.com/post/graphic...
07.04.2025 14:03 โ ๐ 64 ๐ 21 ๐ฌ 1 ๐ 1
How to set up an Unreal camera to work well with pixel art games. https://weareludicrous.com/blog/2018/pixel-sharp-graphics-at-multiple-screen-resolutions/
#UnrealEngine
02.04.2025 13:05 โ ๐ 6 ๐ 2 ๐ฌ 0 ๐ 0
Here are the Ray Tracing Presentations
Ray Tracing in Snowdrop: Scene Representation and Custom BVH
media.gdcvault.com/gdc2024/Slid...
Raytracing in Snowdrop: An Optimized Lighting Pipeline for Consoles
media.gdcvault.com/gdc2024/Slid...
01.04.2025 11:11 โ ๐ 88 ๐ 23 ๐ฌ 0 ๐ 2
Graphics Programming weekly - Issue 385 - March 30th, 2025 www.jendrikillner.com/post/graphic...
01.04.2025 14:22 โ ๐ 56 ๐ 22 ๐ฌ 0 ๐ 1
Just did my bi weekly recomile of UE5-Main and we have a new Viewport UI! woah
#UnrealEngine #UE5 #GameDev
29.03.2025 00:49 โ ๐ 20 ๐ 6 ๐ฌ 3 ๐ 0
Looking good!
13.02.2025 19:58 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
So, I have about a 100GB of god of war ragnarok captures. Let's to that livepost study shall we ? I'm going too start with a cine character shot. To see how the frame is build. W'll check some specific effects (like snow) later.
01.02.2025 14:07 โ ๐ 27 ๐ 5 ๐ฌ 1 ๐ 0
I use it to keep track of concepts that i learn when working on my Bachler thesis.
You can just use it like a general note app or go crazy with it. i think its that hard to start using it.
28.12.2024 19:17 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
www.activision.com/cdn/research...
28.12.2024 17:36 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
First time implementing something from a Research Paper.
At first it looked really scary but after rereading the paper a few times i got it.
Here is my implementation of GTAO (Ground Truth Ambient Occlusion)
I had a blast doing this and even got more interested in everything around radiology.
28.12.2024 17:36 โ ๐ 28 ๐ 1 ๐ฌ 1 ๐ 0
SSAO
SSAO + Color
Another day another SSAO, But this time in the Forge Framework.
Its been pretty fun to learn the Forge framework and what the differences are to my own "framework".
15.12.2024 21:39 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0
YouTube video by // bladesides \\
Liquid Gravity - Trailer
Trailer for our School Project Game!!!!
Its been so wonderful to work with these amazing people!
www.youtube.com/watch?v=HZMQ...
09.12.2024 18:45 โ ๐ 1 ๐ 1 ๐ฌ 1 ๐ 0
Graphics Programming weekly - Issue 368 - December 1st, 2024 www.jendrikillner.com/post/graphic...
02.12.2024 15:12 โ ๐ 88 ๐ 26 ๐ฌ 0 ๐ 0
Thankuuu!!
30.11.2024 09:03 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
Work in progress on our group project game.
Its going pretty good!
30.11.2024 08:00 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0
Behind the pretty frames of #DetroitBecomeHuman. Breaking down how the beautiful world of Detroit brought to life with cool techniques & smart decisions.
i Hope you enjoy or find something new!
mamoniem.com/behind-the-p...
28.11.2024 02:06 โ ๐ 96 ๐ 37 ๐ฌ 4 ๐ 1
The official account of Insomniac Games, the developers of #WolverinePS5, #SpiderMan2PS5, and #RatchetPS5. Part of PlayStation Studios.
Share stuff: #InsomGamesCommunity
Website: https://insomniac.games
Rendering, ray tracing, Metal API.
Senior Render Programmer @IOInteractive ๐ฎ
Glacier โ | 007 First Light | Project Fantasy
prev @Ubisoft
game developer in Brussels! - zamarkand.com
Sometimes, when I'm in the right mood, I make video games and art. Or something.
Made Celeste with friends, working on new games with EXOK and City of None. www.noelberry.ca
Digital Geometer, Associate Professor of Computer Science & Robotics at Carnegie Mellon University. There are four lights.
https://www.cs.cmu.edu/~kmcrane/
Indie studio and makers of Totally Accurate Battle Simulator, Stick Fight, ROUNDS, Clustertruck, Air Brawl and Knightfall: A Daring Journey! Published Content Warning.
HASTE ๐out now! PEAK also out now!!! โฐ๏ธ
Just for announcing articles published in the Journal of Computer Graphics Tools, a diamond open access (free for all) journal at https://jcgt.org
cpu, gpu @sketchfab @fab @epicgames
Computer graphics from c64 to ungodly number of shader processor on modern 3d rigs
Only cpu/gpu/dev/gamdev/vfx content
Dad of amazing twins, husband and developer - working on my dream indiegame Witchcrafter: Empire Legends!
Witchcrafter.carrd.co
Youtube.com/@unfolding_gamedev
Posts: gamedev, games, game design, Defold game engine, other
Game dev, poker enthusiast, best dad in the world according to two very reliable sources.
Support the Home Poker Tournament Manager! https://ko-fi.com/hptm
Programming, shaders and other fancy things | ๐ณ๏ธโโง๏ธ
https://www.shadertoy.com/user/panna_pudi
#UnrealEngine Supervisor / Feature Visual Effects at ModelFarm, Ex #VFX Lighting at Mr.X & Mill Film.
http://imdb.com/name/nm2278940/ He / Him
linktr.ee/dylanbrowne
i am a creative mess who lives in the EU and [insert the rest of a cool funny description here] www.f4mi.com
3D Character/Prop Artist - Looking for Internship Q1 2026
Rendering engineer @ Codemasters (EA). Interested in Graphics, Game engines, Gamedev & Math.
Graphics programmer at Lesta Games (prev Wargaming St. Petersburg)
Here I post about computer graphics and my engine/renderer
mastodon.gamedev.place/@VrKomarov
https://x.com/VrKomarov
Graphics Programming Youtuber
Formerly Intel, Sony Studio Bend
https://www.youtube.com/@Acerola_t
(business: partnerships@manatalentgroup.com)
Developer @trianglefactory. Creative trashcan.
Spelling not included.
Systems Programmer at Behaviour Interactive. I love old video games