After some late night coding nights I finally released px_render.h
Single Header backend renderer (multithreaded, command based, render agnostic)
https://t.co/PJfZfKcla7
Heavily inspired by bgfx (@bkaradzic) and sokol_gfx (@FlohOfWoe )
After 4 years of solo-dev rollercoaster... 😭
✨Galaia is coming to Steam later this year!✨
❤️Cute and fun action rogue-lite
💀Full of secrets and collectibles
🌺Beautiful fantasy setting
🤑Price of 4.99€
🎮Steam Deck Compatible
🙏RTs & Wishlists incredibly appreciated! 😍
@FlohOfWoe @WebGPU Definitely, I tried doing the NOAPI myself for mac, but my naïve approach did not pan out... and turns out, even with the METAL support enabled, everything worked fined (it doesn't mean it's correct, just... no crash crash).
I will be very happy to update it with a proper NOAPI
I tried @WebGPU on native a couple of years ago, and needed to refresh it a bit, so I built a minimal tiny example:
https://t.co/Y2dhHUVHnD
It uses @FlohOfWoe amazing sokol_app for the window and https://t.co/eFTCudbAyO for the backend.
@pepephone Una pregunta! actualmente los GB no consumidos se acumulan para el mes siguiente. Desaparece esto al compartir GB? Es decir, si somos dos con 109GB, y en un mes hemos consumido 18GB en total, el mes siguiente la bolsa es de 200 + 218 entre los dos?
To all my friends at Mediatonic, I’m extremely heartbroken and overwhelmed by the news. At 2K we’re currently hiring for some roles so please DM me.
(1/2)
@reduzio The best part of ECS is not just the DOD approach, but the extremely easy framework for parallelism. You can have a bunch of systems, and by looking at the queries the make, know how to execute them all in parallel without data races. That's for me the best part of a proper ECS.
I've updated my open source BRDF implementation (brdf.h) to v 1.2 - adding new VNDF sampling using spherical caps by Dupuy & Benyoub, reflectance parameter and more improvements. Grab it on GitHub here: https://t.co/stiWSG7zeU.
Original blog post is here: https://t.co/p0nZ3C6oPO
Valve artist @rich_lord gave a great talk at SIGGRAPH HIVE 2023 that every rendering dev should watch. Tons of inspirational moments for shader development. The fractal sequence starting 29 minutes in is impressive. https://t.co/CWbx8LfWmv
Simplified explanation of gaussian splatting for gfx engineers:
You render all surfaces as stretched alpha blended point sprites. Sprites have gaussian blurred sphere texture.
No triangles, just could of point sprites. It's like the old demoscene approach on steroids :)
Epic Games Store launched in 2018 with an 88% / 12% revenue split. Now developers can also choose a new option: launch your PC game on EGS first for 6 months for a 100% / 0% revenue split. Devs earn more money, Epic reaches new customers, everyone wins.
https://t.co/T2GJAkwy1g
Finally, I'm rendering an SDF scene with splats for the first time. The shader that I used to voxelize is now generating a list of splats containing world positions, colors, and normals. A splats counter is increased and later used in a draw indirect call. #OpenGL#Graphics#GFX