Our GPC 2025 talks are up on YT now!
youtu.be/fXakIV1OFes?...
youtu.be/mvCoqCic3nE?...
Our GPC 2025 talks are up on YT now!
youtu.be/fXakIV1OFes?...
youtu.be/mvCoqCic3nE?...
I've been working on something new since August 2025 and have decided to finally spill the beans:
Introducing "Project Echo", a deterministic Record & Replay tool for PS5:
www.youtube.com/watch?v=K_sd...
Please read the video description and let me know your brutally honest feedback!
I guess we are doing this again:
liveplusplus.tech/blog/
Expect a mix of low-level, C++, assembly.
All the presentations slides of the Graphics Programming Conference 2025 are up #GPC2025
graphicsprogrammingconference.com/archive/2025/
My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
Blog post on motion blur rendering (which is impressively thorough) by Alex Gauggel
gaukler.github.io/2025/12/09/n...
I'm also looking for new professional challenges so if you're there and your company makes cool stuff I'll probably find you and talk to you!
Heading to Breda today for graphicsprogrammingconference.com this week, it's going to be a blast if last year is any indication.
Looking forward to meeting lots of people again and for the first time!
Very excited to present a few interesting bits about the rendering of #DOOM: The Dark Ages together with @domlaz.bsky.social and @martinfuller.bsky.social .
If you happen to attend #GPC2025 next month, feel free to say hello!
How does Evolve keep scenes massive and smooth?
Jan dives into our dynamic Level of Detail system, from GPU-driven selection to real-time tweaking and ray tracing tricks.
Full deep dive π
www.evolvebenchmark.com/blog-posts/d...
New blog post: Outlining an alternative path to learn graphics programming.
themaister.net/blog/2025/10...
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. Reposts welcome!
zeux.io/2025/09/30/b...
I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.
(And yes it's really been 10 years π΄).
therealmjp.github.io/posts/ten-ye...
Judging from the lineup and responses, this year is going to be even more amazing than last year's - can't wait!
Only a few days till REAC is here - register, log in, and soak in all the rendering architecture goodness!
Program: enginearchitecture.org/2025.htm
Register: tinyurl.com/register4rea...
See you there!!
REAC 2025 talk details have been posted on the website! Register today - it's free! enginearchitecture.org/2025.htm
If you can share this message, we'd appreciate it. Thanks, and see you soon!
I wrote a blog post about Blender, FBX, ufbx and similar pleasures of life: "Blender FBX importer via ufbx" aras-p.info/blog/2025/05... #blender
Honestly, forget about AI tools. The trifecta of power tools for game engine development is RenderDoc, Superluminal and Live++. Hands down the most bang for your buck you can ever get and RenderDoc in particular is criminally underpriced.
I wrote a blog article about D3D12 resource states.
It explains the rules around state promotion/decay and how that means a resource can be used on multiple queues at the same time (even if one queue is writing!)
danglingpointers.com/post/d3d12-r...
In today's new blog post, I try to provide some intuition and clear up some misconceptions about early Z cull behavior on desktop GPUs. Have a read if that interests you!
therealmjp.github.io/posts/to-ear...
My team is hiring. Primarily looking for a SW dev with experience in:
* DX12/DXR graphics engine development.
* Tool development.
Potentially ideal for a game dev looking to make a pivot.
Location may be negotiable.
(Ignore the AI/ML label in the title)
careers.amd.com/careers-home...
I have another take on βVibe Codingβ, and it doesnβt involve gen AI:
Spend time coding on a project you enjoy, following a coding methodology and style that reflects you, experimenting on things you like, without overbearing process.
That, is vibe.
Re-wrote my acceleration structure for neighbourhood search based on some insight from @vassvik.bsky.social and got significant speedups on large fluid simulations:) Hereβs ~1/2 million particles β¨
Overthinking? No, underdoing! blog.s-schoener.com/2024-12-29-o...
RenderDoc v1.36 is now available! This version brings support for debugging DXIL shaders, as well as adding raytracing capture support to Vulkan and D3D12.
Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds
I'm almost done writing my STL replacement, or at least I have enough to replace almost all std:: uses in Asset Cooker.
All that's missing is Mutex, Semaphore and some specific Atomic specializations for pointers/enums. A few evenings of work?
After that I guess I'll make the github repo public πΆβπ«οΈ
RESTIR is one of those moments in computer graphics where a method is too useful to ignore, but too complex to fit in a textbook paragraph - and with time, the explanation simplifies and it becomes canon. This course by Chris Wyman is a huge effort to explain and simplify
Here's something I've been working on that's (hopefully) useful for others: a single-header spherical harmonics support library for HLSL 2021
github.com/TheRealMJP/S...