meshoptimizer 1.1 is out!
Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements! Meshlet codec is heavily optimized for CPU decompression and output can be compressed further with Zstandard; opacity micromap rasterizer outputs hardware ready data representation and is fast and easy to integrate.
Boosts and repository stars are welcome!
https://t.co/BXRVTbXbiL
The talk @RundlettGabe and I gave at GPC in November last year is finally out. I talk about the voxel rendering techniques we use in Teardown and Gabe covers the rendering in our new engine. Enjoy!
https://t.co/smzW0TDitR
New blog post: A Decade of Slug
This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain.
https://t.co/xWEz0q2c4N
The Teardown Multiplayer project was a tricky one. It's finally out, and I wrote up the technical details on what we went through to get there: https://t.co/17YhNKnef5
Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages
https://t.co/aGukZJSEoo
Great talk by idSoftware mentioning:
"ShaderPrintF, ShaderAsserts and ShaderPrimitive Drawing"
You can have similar functionality in any engine using HLSL/GLSL:
https://t.co/MgH18XegiD
@TFTCentral If you animate the luminance in the darker levels, it becomes even more obvious. I wrote a test for this when I got my OLED laptop some seven years ago. I sent it to you back then as well :) https://t.co/4TPuF5Led7
https://t.co/HCsZxbN8sH - Gain an understanding of why PC game graphics pixel quality is stuck in the uncanny valley even in if shading and animation quality rise above
New article! What do you do when profiling your code shows the slowdown isn't in your code, but deep in the kernel? Why, you grab the kernel source and go spelunking.
How a routine profiling session turned into a Linux kernel patch: https://t.co/RsCFKBHqDP
Siggraph 2025 “Advances in Real-Time Rendering in Games Part II” recording is now available.
It includes my lecture “Fast as Hell: idTech8 Global Illumination”.
https://t.co/wHe7BiNrfD
My second blog post on spectral rendering is out. This one explains how to use wavelength importance sampling to minimize color noise while limiting the overhead to 0.3 ms and how to make BRDFs spectral.
https://t.co/rgYGWdegwG
Interesting realities of how little compute time you can spend on each CPU core to provide economical 128 ticks per second game servers for Valorant
https://t.co/OZEnM4IYQZ
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Retweets welcome!
Link in reply because algorithm.
Trying something new, rolling my own talks on youtube. Starting with an easy short talk on how I approach C style programming as an indie dev ... https://t.co/6VCcm4zKWn