This is pretty fun. Felt like I was hallucinating lines at times.
This is pretty fun. Felt like I was hallucinating lines at times.
Interested in learning how GPUs actually execute work?
Here are the 4 resources we recommend:
1οΈβ£ flashypixels.wordpress.com/2018/11/10/i...
2οΈβ£ flashypixels.wordpress.com/2018/11/10/i...
3οΈβ£ gpuopen.com/download/GPC...
4οΈβ£ themaister.net/blog/2025/10...
#GameDev #GPU #Resources
kill the imposter syndrome in you head because not only is there someone out there doing it worse than you, they're also using chat gpt to do it
Anyways.
some benevolent cyberpunk for you
I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming.
graphicrants.blogspot.com/2026/02/nani...
Take me down to the Parallax city where the far moves slow and the near moves quickly
βWe found that using AI assistance led to a statistically significant decrease in mastery.β
Props to Anthropic for studying the effects of their creation and reporting results that are not probably what they wished for
www.anthropic.com/research/AI-...
another robot highlight for 2025: man wearing humanoid mocap suit kicks himself in the balls
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".
anyway, I nominate "slop" to be the @merriam-webster.com word of the year
I suddenly feel really good about my impulse ram upgrade of 32 GB of ram for both my laptop and desktop pc, which I made last year. I should start doing more impulse upgrades maybe π€
Profile.
And as a comparison here is the an image of the same scene rendered in Blender. Here the settings have been set such that they match my renderer. This makes it possible to test my renderer against Blender. This image took about 30 seconds to render in Blender. #Vulkan #Graphics #Gamedev #Blender
When building a renderer it is important to be able to compare results with some kind of ground truth. For my own Vulkan raytracer. I have made it such that I can export glTF scenes from blender and load those into my framework. With lights and camera. Here is a video of a test scene I just setup.
This is the early version. It accumulates samples over multiple frames. Playing around with the light and seeing everything change is super satisfying.
Work on my #Vulkan raytracing framework continues. I am currently working on an offline rendering mode, for generating ground truth images, which I can compare my realtime techniques on. The goal being to test the effect of importance sampling and filtering/denoising for raytracing in games.
During #globalgamejam. I spent my refactoring up my #vulkan raytracing renderer and tried to implement bubble shading. I like what I got done in that time. Just look at these colors. It isn't exactly a bubble, more like oily glass, but I learned a lot from doing it.
And it still works correctly in rasterization mode. It has been a pain to get these to work together using (almost) the same memory layout. Now I just need to access the right material data in the raytracing shaders π #graphics #Vulkan #gamedev
I finally have Hardware accelerated raytracing running in my own Vulkan framework. It might be with debug colors and the image is upside down, but I can't be happier. I have spent most of the holiday break learning how to do this and it is finally here.
I have 2 different exams in 2 days plus two reports before the end of the year. I am at PEAK, quit university and just make video games energy right now. This always happens during exam season.
a color coded image by Freya, comparing the summation and capital pi notation in math, to their equivalent in code using for-loops. The summation notation sums a set of elements, while the product notation multiplies a set of elements. Note that Freya is keenly aware that neither the math notation nor for-loops are fully explained by this image, and that this is only a subset of the use cases, so luckily you don't have to explain that to her, in case you were considering doing that!
btw these large scary math symbols are just for-loops
With the great migration to bluer skies happening, I should probably introduce myself!
Iβm Rasmus, a Danish π©π° M.Sc. student in Graphics, Games, and Visual Computing, currently working at the LEGO Group.
Iβve been making games in my spare time for almost 10 years and aspire to do it professionally.