Tweet Teratas untuk #GraphicsProgramming
Slides and papers from 21 years of SIGGRAPHโs Advances in Real-Time Rendering in Games course, 2006โ2026.
Real-world techniques from the game and graphics community.
Google Drive: https://t.co/EaOnm6ZBL4
#SIGGRAPH #RealTimeRendering #GraphicsProgramming
switched game engine from opengl to vulkan
gpu 19% faster
cpu 46% faster
#gamedev #graphicsprogramming

Testing new color correction system, material roughness, ambient occlusion, and foliage shadows in our project #keeper running on v0.51 of Dreams Engine.
#GameDev #GraphicsProgramming #IndieDev #Rust #DevBuild #ComingSoon

7/ Reach matters too: a WebGL2 backend from the same codebase covers browsers and phones without WebGPU.
Thanks @webgpu and everyone building the API: the web is a real engine platform now.
More ๐
https://t.co/IvSUIQlUmQ
#WebGPU #graphicsprogramming #indiedev

Implemented Volumetric light scattering, improved post-processing, upgraded classic 1975 Phong shading model to custom hybrid version, better surface properties and added cascaded shadow maps to my OpenGL 3.3 engine.
#Gamedev #Indiedev #EngineDev #OpenGL #GraphicsProgramming

If you're passionate about game engines, rendering technology, computer graphics, or the future of realtime rendering, join us on this journey.๐
#RareCastle #EscherEngine #GameDevelopment #ComputerGraphics #RealTimeRendering #GraphicsProgramming #GameEngine #RAndD #IndieGameDev
A Survival Crisis Z meets Hotline Miami experiment that shows how modern effects can make even placeholder pixel art sprites come alive.
Left - unlit
Right - lit with radiance cascades
#pixelart #graphicsprogramming #indiegamedev #radiancecascades

@CppDepend ran a deep static-analysis pass on OGRE and called it "a masterclass in object-oriented C++ architecture."
20+ years on, the architecture still holds up. ๐ช
https://t.co/CZ8tpH5OqL
#gamedev #cpp #Ogre3D #GraphicsProgramming
Was playing around with my post processing stack and AgX tone mapper in my custom forward style graphics renderer built 2010 graphics API with custom hybrid lighting model.
The results speak for themselves!
#Gamedev #Indiedev #EngineDev #OpenGL #GraphicsProgramming #OdinLang

WIP update on my dynamic GI system. GDF-driven software #DDGI.
Hopefully soon on #Fab and my project. Its been a wild ride. Much more coming soon!
#gamedev #graphicsprogramming #realtimeGI #UE5

Occlusion mapping - BG3 approach to showing characters that would otherwise become obscured by scenery. Still needs some tunning but hey- it's something. Also- first version of visual dialogue added...
#GameDev #IndieGame #OcclusionMapping #DevUpdate #GraphicsProgramming


built a ray tracer from scratch in C++
โ real light physics (diffuse, reflection, refraction)
โ BVH acceleration
โ glass, metal, matte materials
โ depth of field
โ 5 scenes
no libraries. just math.
@basit_ayantunde
#CPlusPlus #RayTracing #GraphicsProgramming
Image shows mip levels: green is mip 0, yellow 1 and blue 2.
Sparse residency is still not complete (the backing pool is overallocating) but sparse bind can reference different VkDeviceMemory allocations so it is straightfoward.
#Vulkan #GraphicsProgramming #RealTimeRendering
๐ Ogre 14.6.0 is out!
โก Clustered light culling
๐ ๏ธ Gizmo widgets in OgreBites
๐ HDR display support
๐ฆด Root motion sample
๐ Vulkan on macOS
๐ OSS-Fuzz hardening
All 14.x users should update ๐
https://t.co/Y3T1woGwDW
#Ogre3D #GameDev #OpenSource #GraphicsProgramming

tried Ray Marching in roblox studio...
20fps but i think it mostly works, planning to rework the whole think for better performance nd easier access
stay tuned its still in W.I.P and far from being done
#ROBLOX #RobloxStudio #RobloxDev #GraphicsProgramming
Minnesota Crystal Cities
game release ๐น๏ธ๐ #gamedev #indiegame #threejs #webgl #voxel #graphicsprogramming #terrain live on https://t.co/7MKIGh5ed3
custom parallax in roblox studio
join the game community if you're intrested in seeing more of this stuff: https://t.co/TwYJnudFUI
#Roblox #RobloxStudio #RobloxDev #GraphicsProgramming

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