George Bolba 🔜GPC 2025
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gikster.bsky.social
George Bolba 🔜GPC 2025
@gikster.bsky.social
- 3rd Year Graphics Programmer @BUas
- Blog/Portfolio: gikster.dev
- Currently working on my personal Vulkan renderer
- Massive Star Wars nerd
- 20, he/him
- From 🇷🇴
Pinned
The blog post is finally done. Give it read if you want to find out more about Real-Time Ocean Rendering in games! Let me know what you think 😄
gikster.dev/posts/Ocean-...
A fellow Ocean Rendering enthusiast has written a blog post that goes into the scary math involved with the famous Tessendorf Model and similar implementations. A must read for anyone looking to learn more about Ocean Simulation! Great stuff @rtryan98.bsky.social
rtryan98.github.io/2025/10/04/o...
Ocean Rendering, Part 1 - Simulation · Robert Ryan - Graphics Programmer
rtryan98.github.io
October 5, 2025 at 2:09 PM
Looking forward to the 2nd edition!Can't wait to see what this year has in store for us 👀
August 28, 2025 at 9:13 PM
Reposted by George Bolba 🔜GPC 2025
Hey BlueSky! I wrote my first ever blog post in a while, talking about how I built my RHI for my game engine Kaleidoscope. Link is ⬇️
July 29, 2025 at 8:33 PM
Started working on a Vulkan renderer last November but I didn't have much time to work on it due to school. I made good progress lately so I thought I'd share my progress on here since I've been "absent" for a while. I got Sponza running at ~3ms @1080p. 1 Dir Light and IBL, nothing too fancy 😄
July 25, 2025 at 10:24 PM
Reposted by George Bolba 🔜GPC 2025
Yesterday marked the final release of our game, Nakon. It runs on a custom engine, built for PS5 and Windows 10/11. I mainly worked on the rendering, so stuff like Cel Shading, Lighting, FXAA, PS5 backend, Optimizations and much more. You can download the game for yourself here: buas.itch.io/nakon
Nakon by Breda University of Applied Sciences, BuasJoey, tBoons, Allen Philip, Tycro Games, J111M, Gikster007, Mika Halbauer, alexstn, PappaNiels, desytsv, Viktor231407, Des
An arcade FPS game, made in a custom engine - Student Project
buas.itch.io
July 1, 2025 at 3:32 PM
Yesterday marked the final release of our game, Nakon. It runs on a custom engine, built for PS5 and Windows 10/11. I mainly worked on the rendering, so stuff like Cel Shading, Lighting, FXAA, PS5 backend, Optimizations and much more. You can download the game for yourself here: buas.itch.io/nakon
Nakon by Breda University of Applied Sciences, BuasJoey, tBoons, Allen Philip, Tycro Games, J111M, Gikster007, Mika Halbauer, alexstn, PappaNiels, desytsv, Viktor231407, Des
An arcade FPS game, made in a custom engine - Student Project
buas.itch.io
July 1, 2025 at 3:32 PM
Reposted by George Bolba 🔜GPC 2025
Every time I hear there is another GDC, I thank kutaragi-sama I am not invited. That being said, hope the rest of y'all have fun
March 12, 2025 at 1:46 AM
Reposted by George Bolba 🔜GPC 2025
I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :)
github.com/mxcop/src-dgi
GitHub - mxcop/src-dgi: Surfel Radiance Cascades Diffuse Global Illumination
Surfel Radiance Cascades Diffuse Global Illumination - mxcop/src-dgi
github.com
March 12, 2025 at 8:21 AM
This just popped up in my Google News tab on my phone. Looks pretty interesting. I wonder what the pricing will be like.
www.tomshardware.com/pc-component...
Startup claims its Zeus GPU is 10X faster than Nvidia's RTX 5090
280 RTX 5090 GPUs = 28 Zeus GPUs according to Bolt Graphics
www.tomshardware.com
March 11, 2025 at 11:09 PM
Reposted by George Bolba 🔜GPC 2025
Implemented CSM and spot light shadows in uni game engine
February 19, 2025 at 5:46 PM
Reposted by George Bolba 🔜GPC 2025
Year 1 / Block B completed! Our students worked 8 weeks on a 3D Metal Gear clone, for PC and Raspberry Pi, with their own custom C++ OpenGL ES engine.
Video: Work by Jack Tollenaar. Bullet Physics, skeletal animation, navmeshes, reflection probes and lots more. Amazing work.
January 31, 2025 at 9:02 AM
The blog post is finally done. Give it read if you want to find out more about Real-Time Ocean Rendering in games! Let me know what you think 😄
gikster.dev/posts/Ocean-...
January 26, 2025 at 1:57 PM
Reposted by George Bolba 🔜GPC 2025
I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :)
m4xc.dev/blog/surfel-...
MΛX - Surfel Maintenance for Global Illumination
A comprehensive explanation of my implementation of Surfel probe maintenance.
m4xc.dev
January 25, 2025 at 3:45 PM
Foam has been added and that concludes the programming work for this project, as this is the last week. There is a chance that I can take this project over into the next one, where together with a bunch of other Programmers we will develop a specific genre game engine. Looking forward to it 😁
January 21, 2025 at 6:14 PM
A small update on my Water Rendering journey. I've been busy with shading and researching how I can go from Oceans to Rivers with the integration of flow maps. I don't think I will have enough time to move to Rivers due to time constraints for the project, so I will stick to Oceans for now :P
January 15, 2025 at 11:17 AM
Reposted by George Bolba 🔜GPC 2025
I made a Doom source port that runs within a PDF file.

PDFs support Javascript, so Emscripten is used to compile Doom to asm.js, which is then run within the PDF engine. Input/output is done by manipulating text input fields.

doompdf.pages.dev/doom.pdf

github.com/ading2210/do...
January 13, 2025 at 4:16 AM
Reposted by George Bolba 🔜GPC 2025
Hey there bsky!

I'm looking for an internship in graphics/engine programming anywhere in the world (I'm willing to relocate). If you happen to know any open positions or if you work at a company that is taking interns, feel free to contact me!

Portfolio ⬇️
January 8, 2025 at 2:20 PM
Reposted by George Bolba 🔜GPC 2025
unbothered. moisturized. in my lane. literally incapable of targeting x86
January 2, 2025 at 7:33 AM
I'm a bit late, but happy new year everyone! To celebrate another full rotation around the sun, enjoy this meme:
January 1, 2025 at 10:56 PM
Reposted by George Bolba 🔜GPC 2025
Working on adding the Tau Cannon to my Half-Life mod for Teardown
January 1, 2025 at 12:09 PM
I've been silent for a while, mainly because I didn't have anything interesting to show. I was busy the last couple of days implementing the Tessendorf Model for Ocean Rendering. Massive thanks to @acerola.gg for his videos which helped me a lot! Here's a video of my implementation:
December 18, 2024 at 8:04 PM
Reposted by George Bolba 🔜GPC 2025
GPC is the first graphics conference I ever attended, and I had a great time, props to the organizers! As a BUas student I presented my work on Radiance Cascades during the student showcase, which was very fun & exciting, I did my best to briefly explain the essence of RC :)
youtu.be/MONs5wMy6Rw?...
Student Showcase
YouTube video by Graphics Programming Conference
youtu.be
December 4, 2024 at 7:05 PM
The recorded presentations from GPC 2024 just dropped on the official GPC YouTube channel! I can highly recommend anyone interested in graphics to check them out. I can't wait to go back on some of these :)
youtube.com/playlist?lis...
Graphics Programming Conference 2024 - YouTube
The Graphics Programming Conference is a three day event in November. We have keynotes from industry experts, presentations, and “masterclass” workshops with...
youtube.com
December 4, 2024 at 10:21 AM
I just completed "Historian Hysteria" - Day 1 - Advent of Code 2024 #AdventOfCode adventofcode.com/2024/day/1
It was a nice and easy challenge! I realised late that AoC started though :/ We have a private leaderboard at uni, so we'll see who ends up being first at the end :p
Day 1 - Advent of Code 2024
adventofcode.com
December 1, 2024 at 5:43 PM
Reposted by George Bolba 🔜GPC 2025
Just randomly stumbled upon this; NASA's open-source C/C++ analyzer IKOS.

github.com/NASA-SW-VnV/...

Some nice features:
- Creates a report database
- Dashboarding for the complete project
- Explains error types
GitHub - NASA-SW-VnV/ikos: Static analyzer for C/C++ based on the theory of Abstract Interpretation.
Static analyzer for C/C++ based on the theory of Abstract Interpretation. - NASA-SW-VnV/ikos
github.com
November 27, 2024 at 8:14 PM