@jglrxavpok@mastodon.gamedev.place avatar jglrxavpok , to random French

In a single week, I've been able to fix issues that were plaguing my GI for months, so here's a video to celebrate !

Far from perfect, but muuuuch better than a few days ago :)

Video of author's custom game engine. The camera is flying inside the Sponzia atrium, with a race car and a giant Standford bunny inside, showcasing Global Illumination.

@h4ckernews@mastodon.social avatar h4ckernews Bot , to random
@absulit@mastodon.social avatar absulit , to random

Another experiment with my POINTS library. This is basically an old physarum/slime demo I made a while ago, but rebuilt with compute shaders, particles and a lot more efficient than before.

@absulit@mastodon.social avatar absulit , to random

With the new version of my WebGPU library POINTS v0.6.0 (https://github.com/Absulit/points), I added a bunch of new features like support for depth maps, cameras, bloom and others, so I wanted to make a demo that used all of these.

Oscillating particles that move up and down like waves, some are emissive, and the camera zooms in and out.

absulit OP ,
@absulit@mastodon.social avatar

This demo has a 262K+ instanced particles (cubes) animated in compute shader, movement driven by a noise texture, it uses the depth map to create a slight depth of field and also some particles are emissive and to make the effect complete it has some bloom that affects only the bright particles, this thanks to the HDR output that allows those cubes to have a brightness beyond white and then those values are tonemapped to fit in the final output.

absulit OP ,
@absulit@mastodon.social avatar

All of this and running smoothly without losing any frames. This is the current state of graphics on the web.

@h4ckernews@mastodon.social avatar h4ckernews Bot , to random
@h4ckernews@mastodon.social avatar h4ckernews Bot , to random
@absulit@mastodon.social avatar absulit , to random
@absulit@mastodon.social avatar absulit , to random
@absulit@mastodon.social avatar absulit , to random
@kidando@mastodon.gamedev.place avatar kidando , to random

I'm down to the final chapter of translating the code examples over at learnopengl that are in C++ to Odin. The final chapter is about making games. What a journey. What stress 😭
https://github.com/kidando/learnopengl-odin

@kidando@mastodon.gamedev.place avatar kidando , to random

Been a minute but i just added chapter 5 to list of completed chapters for learnopengl lesson source codes to odin

https://github.com/kidando/learnopengl-odin

@h4ckernews@mastodon.social avatar h4ckernews Bot , to random
@jglrxavpok@mastodon.gamedev.place avatar jglrxavpok , to random

I've been playing with Graphviz to automatically layout my render graph debug, and the side effect is that I can create a graph representation of how a frame gets rendered in my engine!

First image is the Graphviz result, and second is the debug window inside the engine (which already existed before)

Graph of the author's engine render passes. Same content than the first image, but this time directly inside the engine via an ImGui window. Contents are cropped to fit on a regular monitor.

ALT
@thomastc@mastodon.gamedev.place avatar thomastc , to random

When your impostors get so good, you wonder why you'd want any actual geometry at all. https://hexaquo.at/pages/grass-rendering-series-part-4-level-of-detail-tricks-for-infinite-plains-of-grass-in-godot/
An excellent blog all around by the way.

@cameleonth@mastodon.gamedev.place avatar cameleonth , to random French

I'm creating a simple level to test my GI (global illumination) in my engine and it comes out with a vibe, but that's a coincidence 🙄

image/png
image/png
image/png

@cameleonth@mastodon.gamedev.place avatar cameleonth , to random French

GP-Direct 2025 (Graphics Programming Showcase) is online with my engine in it🥳
https://www.youtube.com/watch?v=e9qK6EtqB-Q

@jglrxavpok@mastodon.gamedev.place avatar jglrxavpok , to random French

I have been tracking a GPU crash in my acceleration structure code for a week.

The cause? It was because of the Mesa version I built myself a month or so ago.
v21.1.5 runs without issues...

For some reason my locally built version did not like to update BLASes.

@h4ckernews@mastodon.social avatar h4ckernews Bot , to random
@AminiAllight@mastodon.gamedev.place avatar AminiAllight , to random

Question for Vulkan people: Is it possible to usefully use vkCmdDrawMeshTasksIndirectEXT? gl_InstanceIndex seemingly isn't available in task or mesh shaders so I can't figure out how the shaders are meant to know which instances they belong to
Am I missing something here?

@h4ckernews@mastodon.social avatar h4ckernews Bot , to random
@h4ckernews@mastodon.social avatar h4ckernews Bot , to random
@SystemsDevel@mastodon.gamedev.place avatar SystemsDevel , to random

Just rendered my first Vulkan triangle in raw x86-64 Assembly.
No C, no C++, no Rust.
Pure MASM64. Pure pain. Pure control.
This is what it means to go full bare metal.
More to come. ⚙️🔥
https://github.com/IbrahimHindawi/masm64-vulkan

@SystemsDevel@mastodon.gamedev.place avatar SystemsDevel , to random