bsky.app.profile.gamingonlinux.com Bot , to random
@gamingonlinux@mastodon.social avatar gamingonlinux , to random
@vulkan@fosstodon.org avatar vulkan , to random

Khronos Group Welcomes Lisuan Technology as Contributor Member

Lisuan Technology is a company dedicated to the research and development of graphics rendering GPUs. Founded by leading figures in the GPU industry, it possesses capabilities in large-scale chip R&D, top-level architecture design, software stack design, and mass production. They are interested in , , , , , , and .
https://www.lisuantech.com/

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

Continuing my render pipeline tooling experiments - now testing simple deferred lighting!

☀️ directional sunlight
💡 point lights
🏝️ ambient light
🗺️ normal map support

video/mp4

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

This week on the blog: The first half of my pseudo-historical tour of OpenGL. OpenGL is a deeply weird library and it changed a lot over the years. I set up an extremely simple program that just draws a textured quad and then walk forward through the relevant changes that are introduced over the decades.

This split neatly into pre- and post-shaders being a thing, so this week I push OpenGL 1.x as far as it goes while staying in the main spec.

https://bumbershootsoft.wordpress.com/2025/09/27/upgrading-our-way-through-opengl-1-x/

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

So I have a maybe new project to work on, codenamed "Paradox". Gonna be one of those games that deals with portals and space manipulation. Writing it in and

Dark background with a "window" which peers into another "room". This is the beginning of a portal system.

@grumpygamer@mastodon.gamedev.place avatar grumpygamer , (edited ) to random

Should we removed OpenGL support from our engine?

T_X ,
@T_X@chaos.social avatar

@grumpygamer generally like having multiple options to be able to check and help with graphics drivers bugs on Linux. Was also surprised that was seemingly faster than with @play0ad on my Lenovo T14s AMD gen3 laptop (only checked briefly though). I'd mostly be concerned about cross platform compatibility, but I guess Vulkan has you covered there. And it's also a little less of a concern for me since / and have made such a tremendous progress in the last years.

@algoristo@mathstodon.xyz avatar algoristo , to random

The previous demo made me dig deeper into dithering algorithms. It's something I should have done years ago, as I've been using simple random dithering now and then, and I hadn't even thought of gamma correction. One algorithm in particular caught my eye: Riemersma dithering, which uses the Hilbert curve. Compared to the usual matrices for error diffusion, the curve approach seemed easier to implement in some ways, as it has fewer edge issues.

More interestingly, it struck a chord with my earlier experiments with space-filling curves in image processing. So it was a kind of familiar territory, but it also seemed esoteric enough that I could imagine making some new discoveries. For example, play with other plane-filling curves besides the Hilbert.

The first image uses the boustrophedon curve, which makes the vertical wave patterns I recall from a number of non-dithering demos. The second curve is what I call the diagstrophedon, a diagonal zig-zag starting from the top left corner, and I think its wavy artefacts make a nice match for Venus's hair.

Then in image 3 we have Hilbert, which doesn't seem to make any particular artefacts, and I guess that's a good thing for dithering. Finally 4 uses the Peano curve, which makes some fun wiggles in light areas.

image/png
image/png
image/png

@linmob@fosstodon.org avatar linmob , to random

I just noticed that the recording of Evangelos' MiniDebConf talk titled "A look at Mobian Trixie" is now available: https://meetings-archive.debian.net/pub/debian-meetings/2025/MiniDebConf-Hamburg/hamburg2025-30-a-look-at-mobian-trixie.webm

Talk page: https://hamburg2025.mini.debconf.org/talks/15-a-look-at-mobian-trixie/

debacle ,
@debacle@framapiaf.org avatar

@devrtz @linmob

What does that mean for users of ?

◯ GTK4.18 dropped renderer
⚬ affected devices: PinePhone, (, )

Better stay with < 4.18 for performance?

@tlalice@gamedev.lgbt avatar tlalice , to random
@ct_Magazin@social.heise.de avatar ct_Magazin , to random German

Freier Linux-Treiber für Nvidia-GPU unterstützt OpenGL zukünftig via Vulkan

Bei neueren GeForce-GPUs werden Linux-Distributionen für OpenGL-Anwendungen einen Treiber nutzen, der die eigentliche Arbeit einem Vulkan-Treiber übergibt.

https://www.heise.de/news/Freier-Linux-Treiber-fuer-Nvidia-GPU-unterstuetzt-OpenGL-zukuenftig-via-Vulkan-10314023.html?wt_mc=sm.red.ho.mastodon.mastodon.md_beitraege.md_beitraege&utm_source=mastodon

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

🎉 The AMD Radeon Developer Tool Suite package has been updated for the RX 9070 Series! 🎉

✨We’ve made loads of amazing updates to all our essential GPU tools, see https://gpuopen.com/learn/radeon-developer-tool-suite-amd-rdna4/?utm_source=mastodon&utm_medium=social&utm_campaign=rdts

🧵with more details about each update 👇 (1/7)

gpuopen OP ,
@gpuopen@mastodon.gamedev.place avatar

🧐 AMD Radeon GPU Analyzer (RGA) is our performance analysis tool for , , SPIR-V, , & .

✨As well as updates for AMD RDNA 4, there's enhancements to the ISA view UI, using the same updated UI as RGP ✨

More detail: https://gpuopen.com/learn/rdna-cdna-architecture-disassembly-radeon-gpu-analyzer-2-12/?utm_source=mastodon&utm_medium=social&utm_campaign=rdts
(🧵5/7)

@gamingonlinux@mastodon.social avatar gamingonlinux , to random
@froyok@mastodon.gamedev.place avatar froyok , to random

It has been a while !

After a year of work, it is time for me to release a new blog post about my little game engine adventure and share my progress.

So jump in for part 2, it's a long ride !

https://www.froyok.fr/blog/2024-11-ombre-dev-blog-2/

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

Alright so I'm mostly making a game with OpenGL and SDL2 that can current target WASM also, not fully decided on a game idea but I'm getting the project setup and can current compile to WASM and run on desktop. Was originally gonna be a voxel style game but not any more. Plan to have this as a slow burn project to contribute to every once in a while.
https://github.com/CultistGameDev/GlGame

@guntha@mastodon.gamedev.place avatar guntha , to random
@ClarusPlusPlus@peoplemaking.games avatar ClarusPlusPlus , to random

my first shader :3

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

Game physics is hard: I tried to simulate a hydrojet-powered boat, I accidentally ended up with something closer to an antigravity racer.

A cube blazing on a blue plane, floating like there's low gravity, not bouncing on water at all.

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

The kidney disease/treatment is still sucking more energy than I expected, so I still get limited progress. I'm trying something new that hopefully won't take years to finish.

A video of a draft for a spline-based track editor for a future racing game.

@guntha@mastodon.gamedev.place avatar guntha , to random
@froyok@mastodon.gamedev.place avatar froyok , to random

I wonder if anybody tried to use FXAA before doing display mapping BUT by still applying and reverting a curve ? 🤔

Aka:
1 - Switch from HDR to SDR
2 - Apply FXAA
3 - Switch back from SDR to HDR
4 - Apply regular post-process stuff

froyok OP ,
@froyok@mastodon.gamedev.place avatar

I got cubemap blending working now that octahedral cubemaps are stored in a single texture array.
It's very basic, as there is no advanced sorting yet, but it helps test things out. :)

Here for example I blend between 3 cubemaps.

froyok OP ,
@froyok@mastodon.gamedev.place avatar

Overall, those cubemaps are really helping the lighting. I feel that my engine is starting to look really nice.
Quite happy about it ! :)

froyok OP ,
@froyok@mastodon.gamedev.place avatar

I noticed I haven't posted an update in a while. So where are we ?

I mostly spent September working on cubemap blending and physics.

Regarding physics, with the new wrapper I added, I got basic detection/trigger volumes working.

I also worked on converting my meshes to static collision in my levels. Then I added some refresh to ensure that moving static objects would interact well with simulated stuff (only for the editor side of things).

Quick demo below.

Video of my game engine showing cube flying forward towards walls. When the walls move, the cubes sitting on the floor react to them.