Recent followers might enjoy this short video demonstrating my recent "remaster" of the 30 year old physics prototype which was the basis of the physics in #GrandTheftAuto
See more at: https://t.co/m7rgVt8yH8
meshoptimizer 1.3 is out! Featuring a new voxel remesher, support for normal generation, several simplification improvements and various optimizations. GitHub stars and retweets appreciated!
Project started 10 years ago; excited for the years to come!
https://t.co/nmpmNGAGsV
Alwan 2.0.0 is out. Colour science in pure C11, first public release. Almost a year!
No dependencies. f32 and f64 in one binary. A core that compiles unchanged as C, HLSL, GLSL and Halide. MIT.
https://t.co/begfC6sm8M
1/28
NoGraphicsAPI is released (MIT license)!
It's a low-level Vulkan 1.4 wrapper using latest extensions (BDA, descriptor heap, device address commands, unified image layouts) to get as close as possibly to my No Graphics API blog post and SIGGRAPH 26 talk.
https://t.co/pnW5yRTkug
HDRView 2.5 is available! Lots of new features, including support for DDS textures and animated GIF/JXL/PNG files, a new animation/playback mode, new blackpoint/offset option when tone mapping, and many UI improvements.
https://t.co/9HDyUb6FXp.
#HDR, #HDRI, #dearimgui
Carbon has powered the worlds of EVE for more than two decades. Today, we're opening it to the world.
https://t.co/5ceCXSL3E6
Read how and why we're open-sourcing Carbon: and what it means for developers, creators, and the future of game development.
https://t.co/HpFFgbekaa
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