🌟 XBOX Godot Sample - now available as a public, source-only reference on @github
We’re making it easier to build for XBOX on PC with @godotengine. Check out our new sample that helps you integrate Microsoft GDK, XBOX Services, and PlayFab directly into Godot, with reusable code and modular samples that help make your development path shorter, smoother, and more open.
Learn more: https://t.co/M4UqR0Gq5p
I upgraded how the shadows look in the game, using a lesser-known technique called Light Space Perspective Shadow Maps. I also wrote a short article about using this technique on my blog!
https://t.co/kCUVmUEkcM
Guerilla Games’ co-founder and the former technical director of Epic Games says he’s building a new game engine that will offer a ‘European alternative’ to American tech like Unreal and Unity.
https://t.co/eqpHhFJ8Zz
Introducing MinDXNN: MLP library for DirectX 12
MLP has been used in graphics apps, but they are mostly implemented in compute APIs (HIP,CUDA). Here is an MLP library you can use from HLSL DX12. We'll push more updates soon
https://t.co/zmMj0RzeEZ
https://t.co/G9Z3ZDbtgA
Elias is going to present our work on real-time rendering with JPEG-compressed textures next month at Eurographics!
https://t.co/vapkRxNygq
https://t.co/nokCGO6fmo
@noinodev That's awesome! If I'm not mistaken, you're tracing a radiance cascades on the screen space from a 64x64x6 cubemap converted into a panorama? Is it possible to see a breakdown?
Adobe just released an Apache-2.0 licensed reference implementation of the OpenPBR Surface standard, extracted from their in-house Eclair renderer.
Neat trick: the reference implementation cross-compiles for C++, GLSL, Cuda, Metal, and Slang!
https://t.co/T9tgTHsDXO
Our Neural Irradiance Volume (Eurographics 2026) permits real-time rendering of large scenes with dynamic objects and moving lights, while providing a higher quality at a given memory budget (10x improvement over probe grids!). Project page: https://t.co/IHI1URC0WU.