🚀 MTuner 5.0 — biggest update to the free C/C++ memory profiler so far.
⚡ Way faster captures
🧠 Lower memory footprint
🎯 Reliable symbol resolution
🎨 Light/dark themes
Free & open source 👇
https://t.co/m9p48Ahh54
Turned Anton Palmqvist's excellent https://t.co/iZjEipi6hY into a three.js viewer here at https://t.co/Geh2jjwDwL so you can get a feel of the materials. Easily copy albedo values and test your own models with the material library
Introducing 𝗣𝗜𝗫𝗟𝗥𝗲𝗹𝗶𝗴𝗵𝘁 - our new method for precise image relighting. Our method allows you to specify the lighting you want exactly as in a standard 3D pipeline (no text prompts or exemplars).
Try the interactive demo here: https://t.co/xIA9Lvhp7g
w/Miguel Farinha
Ported my favorite raindrop effect created by Martijn Steinrucken aka BigWings in 2017 to WebGPU and added several additional raindrop effect controls.
Live demo: https://t.co/7DVz63Utg3
Original shadertoy: https://t.co/SQ0vlMvBVV
I'm a little late to the party on this one since it's from January, but I just read this great blog post by Jure Triglav walking through implementing surfel-based global illumination. It's got a bunch of really cool interactive toys/visualizers!
https://t.co/T5fsPEVx2N
New Post: Triangle Tessellation with Clamped Parallelograms. The key idea is to use float tess factors like Dx11 tessellation but replace the pattern to be straighter and more stable. Also includes an MIT licensed web viewer for reference.
https://t.co/7zPNcJDGQY
I updated bx's typeless cross platform SIMD library, and wrote my thoughts on the architecture in blog post:
"Making cross-platform SIMD code pleasant"
https://t.co/WXCLA3z1sb
Aaaand it's out! The one where @nothings writes a twin stick shooter game from scratch in C, on the spot, in 90min while answering my questions.
It's a pure joy to see Sean at work. I was amazed how quickly you can get graphics up on screen with using older OpenGL and sidestepping complexity coming from more modern APIs, when your goal is to get sth visual.
Lastly, and most importantly, if you're wondering what is the Sean's keyboard, that's the one you can see hanging on the wall behind him lol!
https://t.co/cxZrPxkUsB
New blog post!
In "Quantizing tangent frames", we look at various established methods to represent tangent frames in the vertex data, squeeze a few variants into 32 bits per vertex and look at the resulting precision.
https://t.co/ZsDeImK0Ls
Retweet, like and subscribe!
Here are the slides for my "Live++: A Bag of Tricks" talk presented at Guerrilla Games last Friday.
Enjoy!
PPTX:
https://t.co/rKSd5B3dgi
PDF:
https://t.co/mffMhFmyMf
#cpp
This is Algebrica. A mathematical knowledge base I’ve been building for 2.5 years.
215+ entries, carefully written and structured.
400k+ views over this time. Not much in absolute terms, but meaningful to me.
No ads.
No courses to sell.
No gamification.
No distractions.
Just essential pages, aiming to explain mathematics as clearly as possible, for a university-level audience.
Built simply for the pleasure of sharing knowledge.
Content licensed under Creative Commons (BY-NC).
Best experienced on desktop.
If it helps even a few people understand something better, it’s worth it.
Behind the pretty frames of #PRAGMATA. Breaking down many tricks and hidden gems of the renderer behind @CAPCOM_RandD's RE Engine.
i hope you enjoy & find this few months worth of freetime article useful...
i had FUN playing the demo and digging every bit of it, & looking forward for the game official release next week!!!!
https://t.co/Mzn1kgefdK
@PRAGMATAgame@PRAGMATA_JP@CAPCOM_RandD