Jeslas Pravin's Avatar

Jeslas Pravin

@jeslas

Mostly post about topics related to Graphics and Game engines πŸ€— Currently writing d3d driver for arm mali GPU. Opinions are my own. Writing game engine from scratch, join https://discord.gg/2xfVG4QPt8

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17.11.2024
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Latest posts by Jeslas Pravin @jeslas

Arm Community ARM Community Site

I don’t often post outside AnKi’s website but here’s a new blog post explaining how Vulkan barriers work at the hardware and driver level on Mali GPUs developer.arm.com/community/ar...

19.02.2026 17:49 πŸ‘ 4 πŸ” 3 πŸ’¬ 0 πŸ“Œ 0
GLTF scene support in my game engine
GLTF scene support in my game engine YouTube video by Jeslas

Implemented GLTF support using Assimp in my game engine. It can now be imported either as a scene with materials set or as assets.
Video shows regular sponza and texture-heavy intel sponza. Textures are uncompressed and do not have mips, which is why meshes take time to appear.
youtu.be/6q8900Mavs0

17.02.2026 21:22 πŸ‘ 3 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
Video thumbnail

Having a progress bar makes it so much easier to visualize what is going on, rather than staring at an unresponsive window 😁 Never mind the debug build

09.02.2026 22:03 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
Async import assets
Async import assets YouTube video by Jeslas

Added async progress bar to asset importer.

youtu.be/U1kPEwvgVo0

09.02.2026 22:02 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Also finally got around to implement async loading assets.
Added Async world load and Progress bar to show progress
youtu.be/WOi4b74R9hU

09.02.2026 08:17 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Yesterday managed to add several features to ActorPrefab editor and now it is shaping up to be very good.
youtu.be/qxMA2CfvsZE

09.02.2026 08:17 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

I have also open sourced my engine at git.jeslaspravin.com/jeslaspravin...
but this time it is hosted on my own server. So in order to save my resources I have placed some restrictions

26.12.2025 09:35 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
Screenshot of my engine's prefab editor

Screenshot of my engine's prefab editor

Hi,
After so much thought of whether I need a discord server for my game engine(For several years actually) I have created one. Please join discord.gg/2xfVG4QPt8
I am still not sure if the server is right for me but I can only find it out by starting one 😁

Some random screenshot

26.12.2025 09:35 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
Compressing callstacks: a bitpacked DAG powered by a keyless hashmap - Superluminal % In Superluminal we need to store potentially millions of callstacks very efficiently. This article describes how we went from naive storage taking up gigabytes of memory in the worst case, to a very c...

Ever wondered how to store millions of call stacks efficiently? So did we. Many times.

Check out this new article by Jelle about designing a data structure to efficiently compress and store large amounts of call stack data!

superluminal.eu/compressing-...

01.12.2025 15:09 πŸ‘ 28 πŸ” 11 πŸ’¬ 2 πŸ“Œ 1
Preview
Slower Memory Zeroing Through Parallelism While investigating some performance mysteries in Chrome I discovered that Microsoft had parallelized how they zero memory, and in some cases this was making it a lot slower. This slowdown may be m…

Years ago I complained about Windows creating 39+ page-zeroing pages on 96-core machines, which made memory zeroing much slower. The vast majority of the CPU time was consumed by fighting over a lock.

randomascii.wordpress.com/2022/07/11/s...

29.11.2025 07:53 πŸ‘ 25 πŸ” 5 πŸ’¬ 3 πŸ“Œ 0
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New blog site (with RSS!), and

UPDATE ON MESH CONTOURS! I've rewrote that whole part of my star blog article on how to render lines for games, by adding my own PhD work that makes it now possible in realtime!

Read it AGAIN!
panthavma.com/articles/lin...

18.10.2025 15:11 πŸ‘ 21 πŸ” 12 πŸ’¬ 1 πŸ“Œ 0

I do this since last 2 year in my engine but using custom templated compile time data structures to generate GPU structures with correct alignment and special validations. I get nice typed interop between CPU and GPU for data structs and compile time validations. I have not seen what boost.PFR does.

21.09.2025 09:07 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Maybe they worked like puffer fishπŸ€”

28.08.2025 09:06 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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NEW Tutorial on Reading Math Papers!
mini.gmshaders.com/p/readingmath
An overview of mathematics for programmers.
Demystifying the fancy math symbols so you can use equations from more sources!

10.04.2025 01:25 πŸ‘ 57 πŸ” 18 πŸ’¬ 0 πŸ“Œ 0
Preview
Red Blob Games: Hexagonal Grids Amit's guide to math, algorithms, and code for hexagonal grids

Everyone already probably knows about this but I just found it for the first time and wow, what an incredible resource: www.redblobgames.com/grids/hexago...
#gamedev #indiedev

12.04.2025 19:33 πŸ‘ 23 πŸ” 6 πŸ’¬ 1 πŸ“Œ 0

Is it one of '|' '||' or '&' '&&'?

16.12.2024 14:19 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

I think it is. I am ignoring the self described expert from the start and at this point I even blocked. It was so annoying and reading the comments was infuriating.

13.12.2024 09:01 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
Rendering Tiny Glades With Entirely Too Much Ray Marching
Rendering Tiny Glades With Entirely Too Much Ray Marching YouTube video by Graphics Programming Conference

Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024:

www.youtube.com/watch?v=jusW...

It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.

05.12.2024 02:19 πŸ‘ 456 πŸ” 109 πŸ’¬ 15 πŸ“Œ 9
Preview
Developer Community Developer Community

Today I discovered that MSVC has a new (undocumented?) options in MSVC to make force inline work in debug (/Od).

It's called /d2Obforceinline

Source: developercommunity.visualstudio.com/t/__forceinl...

03.12.2024 20:01 πŸ‘ 14 πŸ” 3 πŸ’¬ 2 πŸ“Œ 0
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Vulkan 1.4 released today. Many features integrated into core and mandated to build out the functionality that developers can rely on cross-platform. It may look easy(?), but the Vulkan Working Group has significantly upped its roadmap planning game to align multiple silicon vendors to enable this.

02.12.2024 18:55 πŸ‘ 31 πŸ” 9 πŸ’¬ 1 πŸ“Œ 0
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Hidden Surface Removal In Immortalis-G925: The Fragment Prepass Arm's Immortalis and Mali GPUs are energy efficient. In this blog post fragment pre-pass for Arm GPUs is discussed with Immortalis-G925, Mali-G725 & Mali-G625.

Hidden surface removal in arm mali gpu

community.arm.com/arm-communit...

29.11.2024 07:19 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

go.bsky.app/ckQ1u9

23.11.2024 06:14 πŸ‘ 10 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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Offline to Realtime: Manipulators In my new system design I allow to draw anything and give free range of what a manipulator may be and how it may behave. The infrastructure in Gesture::Input and Gesture::Graphics comes together to…

A few years ago I wrote about how to create good manipulators for a 3d editor. I chose an immediate mode design, so that manipulators graphics is generated per frame and can animate and react to the user actions.

maxliani.wordpress.com/2021/06/29/o...

17.11.2024 21:25 πŸ‘ 90 πŸ” 16 πŸ’¬ 0 πŸ“Œ 0

I think the main reason for using CPU simd over GPU is latency when it comes to audio programming. I have no experience in audio programming.

18.11.2024 07:05 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Hey internet.
I’m making an engine and there is one area where I have little to no knowledge: Audio.
My question is: is there some place I can get up to speed on the modern way of doing this ? (the gpu-driven mesh shader of audio if you will).

17.11.2024 20:32 πŸ‘ 27 πŸ” 5 πŸ’¬ 9 πŸ“Œ 2
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Just now joined here, here is my latest post in other platforms.

Last week removed the legacy renderer and application from my hobby game engine. The new renderer is in good enough place for me to move to other parts of game engine like audio and physics.

17.11.2024 10:49 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0