The legendary #DigiPenDragon@alexharte_dev live-Tweeted today's Kerry Davis guest talk. ⬇️⬇️⬇️ to learn more about Kerry's origin story, his experiences at #Valve, and a #VR#gamedev case study in... opening doors?
[1/2] Here is a demo of a simple, completely unoptimized terminal renderer I wrote over a few days. Supports scrollback, line wrapping, Unicode combining, RTL-over-LTR, multicolor fonts, changing fonts on the fly, etc.
It runs at several thousand FPS.
https://t.co/mS87g3sEvb
Release 1.48 - Aura | New FSL Shader Language Translator | Run-time API Switching | Variable Rate Shading | MSAA | OpenGL ES 2 Update | PVS Studio
Read more at
https://t.co/uHNbsaoxo9
https://t.co/1WEM3WTgzc
@IntelGraphics@AMDGaming@NVIDIAGameDev@VulkanAPI@DirectX12@Apple
Release 1.47 - OpenGL ES 2.0 Android support | Device Reset Support | DRED / Breadcrumb support | Lua driven functional tests | DX11 refactor | YUV support through Vulkan
https://t.co/uHNbsaoxo9
Happy Holidays and a Happy New Year from The Forge Interactive Team!
Release 1.46 - October 1st, 2020 - Supergiant's Hades | Windows Management | AMD FX Stochastic SS Reflection
Hades game engine was built with The Forge. Read more at
https://t.co/uHNbsaoxo9
@IntelGraphics@AMDGaming@SupergiantGames@NVIDIAGameDev@VulkanAPI
Nintendo Switch:
So, 50 years old now. I am down a point of Str and Dex from my younger days, but I'm a more capable engineer than ever. I'm noticing more people in their 70s that seem sharp and spry, so I'm looking forward to at least a couple more decades of relevance.
For programming almost full time in C++, it is interesting how few templates I actually write. I have probably had some years with zero templates. A modest set get used a lot, but it is rarely a tool I reach for.
It's official, Learn OpenGL is now available in print!! 🎉
Get it from » https://t.co/TOFgZyYKsL
I'm super excited, thanks everyone for all your support and feedback over the years; couldn't have done it without you!💗
I'll give away 3 copies among all retweets! 👈🏻👉🏻
My favorite part about DOOM is the fact that the mastery upgrade for the Super Shotgun is just the Doom Slayer finally realizing that you can fire a break-action double-barrelled shotgun twice before needing to reload.
Thanks for coming to our talk "Cross-Platform Ray Tracing" yesterday on the M.2 summit! Here is a link to the power-point slide deck.
https://t.co/btjPxYAEYD
https://t.co/uHNbsaoxo9
Don't miss tomorrow's Real Time Ray Tracing Summit. This free online event will present the latest information on Ray Tracing including a presentation from Khronos President, Neil Trevett.
Register: https://t.co/tVWr50Cw3b
@M2Insights #gamedev#Raytracing#RTRTSummit
We are talking about "Cross-Platform Ray Tracing" on the Real-Time Ray Tracing online summit:
https://t.co/GBfMKcdqR1
June 17th, 2:15 pm .. just drop and say hi. Source code at
https://t.co/uHNbsaoxo9
@NVIDIAGameDev@AMDGaming@Apple
I was considering the question "Is a modern CPU fast enough for essentially all 2D gfx without acceleration" and I realized that I don't actually know what hardware interface is used nowadays on desktops to render GUIs. Android draws everything with OpenGL ES, building vertex \
LunarG debuts GFXReconstruct, a new Vulkan API capture/replay tool -- with Vulkan SDK 1.2.141. SDK also includes DXC executable, visible VUIDs in Vulkan spec, and more! https://t.co/1oaoxTvVR6