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 🇷🇴
- 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-...
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...
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
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...
rtryan98.github.io/2025/10/04/o...
Looking forward to the 2nd edition!Can't wait to see what this year has in store for us 👀
Tickets are up! graphicsprogrammingconference.com/tickets/
August 28, 2025 at 9:13 PM
Looking forward to the 2nd edition!Can't wait to see what this year has in store for us 👀
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
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 ⬇️
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
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 😄
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
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
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
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
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.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
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.com/mxcop/src-dgi
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...
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
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...
www.tomshardware.com/pc-component...
Reposted by George Bolba 🔜GPC 2025
Implemented CSM and spot light shadows in uni game engine
February 19, 2025 at 5:46 PM
Implemented CSM and spot light shadows in uni game engine
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.
Video: Work by Jack Tollenaar. Bullet Physics, skeletal animation, navmeshes, reflection probes and lots more. Amazing work.
January 31, 2025 at 9:02 AM
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.
Video: Work by Jack Tollenaar. Bullet Physics, skeletal animation, navmeshes, reflection probes and lots more. Amazing work.
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-...
gikster.dev/posts/Ocean-...
January 26, 2025 at 1:57 PM
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-...
gikster.dev/posts/Ocean-...
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-...
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
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-...
m4xc.dev/blog/surfel-...
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
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 😁
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
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
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...
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
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...
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...
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 ⬇️
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
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 ⬇️
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 ⬇️
Reposted by George Bolba 🔜GPC 2025
unbothered. moisturized. in my lane. literally incapable of targeting x86
January 2, 2025 at 7:33 AM
unbothered. moisturized. in my lane. literally incapable of targeting x86
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
I'm a bit late, but happy new year everyone! To celebrate another full rotation around the sun, enjoy this meme:
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
Working on adding the Tau Cannon to my Half-Life mod for Teardown
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
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:
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?...
youtu.be/MONs5wMy6Rw?...
Student Showcase
YouTube video by Graphics Programming Conference
youtu.be
December 4, 2024 at 7:05 PM
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?...
youtu.be/MONs5wMy6Rw?...
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...
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
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...
youtube.com/playlist?lis...
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
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
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
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
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.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
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.com/NASA-SW-VnV/...
Some nice features:
- Creates a report database
- Dashboarding for the complete project
- Explains error types