Gave a talk at Guerrilla Games this morning (slides coming on Monday).
Met a bunch of very welcoming, fun and smart people and the tech they built is nothing short of amazing!
Had lots of fun hanging out with you folks, thanks so much @_plop_ for inviting me!
Forge your legacy in Horizon Hunters Gathering – a tactical co-op action game that lets up to three players team up as heroic Hunters to protect a world under threat from deadly machines. Coming to PS5 and PC.
https://t.co/d2bbGzg502
#HorizonHuntersGathering#RallyForTheHunt
-- 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.
My past experience at Quantic Dream and UBISOFT as an intern have strengthened my skills as a graphics programmer in AAA and am now looking for the next step in my career.
My skills include C/C++, graphics programming using APIs like Vulkan, Metal, DirectX 12, and console APIs. I am also familiar with modern rendering techniques including GPU driven rendering, raytracing and more.
If you're looking for a engine/graphics programmer to join your team, or if you know someone that might be interested, feel free to DM me!
I wrote a blog post describing state of GPU market and what does it mean for support of new GPU features
https://t.co/Xpncl9d0Zm
Please take a look and share your feedback
Thanks to @Reg__ for letting me publish on his blog
Made new release for D3d12infoGUI today - https://t.co/8UKZjyEOYY. We have major new cap to report - Tight alignment support. So new reports are very welcome. As always, thanks to @Reg__ for update to D3d12info.
@Hello_ReiRei @SheriefFYI What I'd aim for is have an engine where assets are referenced by UUID instead of a path + some kind of asset indexer that keeps track of which file contains which UUID. On windows you can use USN journals to keep that up to date, but on Linux... rescan everything on start up?
@SheriefFYI@nikitonsky It looks like wait for idle followed with resize. That only works if your rendering is very fast.
But I guess in most non trivial rendering cases, you'd have to also resize some render targets and allocating VRAM is so slow it'd kill the frame rate anyway
@SheriefFYI@rfleury Superluminal uses Qt but the rendering is custom apparently, that might help 😄
They mention it in this blog post https://t.co/mgtbpB1MXH