Reminding that there is a 52' video presentation on GPU driven rendering. Covers:
- GPU persistent data (bindless textures++)
- GPU occlusion culling (fully in the GPU)
- Mesh shaders & fallback
- Performance on nVidia
https://t.co/seMVfE8b8Q
I don’t often post outside AnKi’s website but here’s a new blog post explaining how Vulkan barriers work at the hardware and driver level on Mali GPUs #vulkan https://t.co/yqzJ6Ltpke
36 seconds of gameplay during the micro meteor storm beat of the game, which is the first test to see if the player has familiarised themselves with the mechanics.
Despite the name, it's not hard, and having passed this means they are ready to continue forward.
My "How to Vulkan in 2026" @VulkanAPI#Vulkan guide is now publicly available at https://t.co/Xy9rSIRBT8
I still consider it a preview, though I'm mostly happy with it and only plan on changing minor things and incorporating some feedback.
Announcing SIGNAL LOST!
Waking up in a cramped spaceship all alone, complete tasks and repairs in order to survive as you prepare to land on Venus and explore its caves.
Wishlist now! https://t.co/jmV4VPZtaT
How it Started vs. How it’s Going 2025
I built a custom C++/OpenGL 3D game engine and editor from scratch in less than a year, and just ~2h average a day. Now, let's see how far I can push it with a small proof-of-concept game next.
As the year closes, I want to thank the group of people who has been following along while I created this project. The comments and reactions on every post motivated me to climb another step every day. Cheers!
https://t.co/PbfkJjnDiK now has new shadow filtering:
- Replaced Poisson disk sampling with Vogel sampling for shadows
- Resulting in improved performance (+10%) and better shadow quality
If you like my work I strongly advice you to pay attention to upcoming updates.
Old gizmo, barebones, flashy and unpredictable to grab, I would personally find it very annoying to work with long term. The new gizmo also features rotation snapping which can be adjusted in the editor.
@turanszkij Unfortunately it was much more work to do it in the CPU. A couple of years ago I've made everything GPU driven and now the CPU doesn't even know the bounding boxes of objects anymore.
GPU particles in AnKi. Using the depth buffer for collision detection. Rushing the post before it gets swallowed by the HL3 announcement https://t.co/KZR5GxWLIh