PpluX (Jose L. Hidalgo)
@pplux.bsky.social
Pinned
Finally got some time around to update the minimal wgpu *native* examples. With imgui (render to texture) as the new main feature.
The project is just a scaffold to make WGPU cross-platform demos.
github.com/pplux/minima...
The project is just a scaffold to make WGPU cross-platform demos.
github.com/pplux/minima...
Reposted by PpluX (Jose L. Hidalgo)
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "Fast as Hell: idTech8 Global Illumination” talk by @idsoftwaretiago.bsky.social from @idsoftware.bsky.social
are now online
advances.realtimerendering.com/s2025/index....
are now online
advances.realtimerendering.com/s2025/index....
August 26, 2025 at 5:25 AM
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "Fast as Hell: idTech8 Global Illumination” talk by @idsoftwaretiago.bsky.social from @idsoftware.bsky.social
are now online
advances.realtimerendering.com/s2025/index....
are now online
advances.realtimerendering.com/s2025/index....
Reposted by PpluX (Jose L. Hidalgo)
dear imgui 1.92.2b hotfix release
github.com/ocornut/imgu...
(1.92.2 has a bug with using IsItemHovered() on disabled items or items with no identifier while clicking on them + misc improvements to Allegro5 backend)
github.com/ocornut/imgu...
(1.92.2 has a bug with using IsItemHovered() on disabled items or items with no identifier while clicking on them + misc improvements to Allegro5 backend)
August 13, 2025 at 3:40 PM
dear imgui 1.92.2b hotfix release
github.com/ocornut/imgu...
(1.92.2 has a bug with using IsItemHovered() on disabled items or items with no identifier while clicking on them + misc improvements to Allegro5 backend)
github.com/ocornut/imgu...
(1.92.2 has a bug with using IsItemHovered() on disabled items or items with no identifier while clicking on them + misc improvements to Allegro5 backend)
Reposted by PpluX (Jose L. Hidalgo)
= 32 bits after 32 years =
We're incredibly proud to announce that Second Reality has now been finally ported to a modern operating system, and you can watch it tear up your system: no video, no emulation, just code - as it should be.
conspiracy.hu/files/w32nd_...
github.com/ConspiracyHu...
We're incredibly proud to announce that Second Reality has now been finally ported to a modern operating system, and you can watch it tear up your system: no video, no emulation, just code - as it should be.
conspiracy.hu/files/w32nd_...
github.com/ConspiracyHu...
August 1, 2025 at 9:34 PM
= 32 bits after 32 years =
We're incredibly proud to announce that Second Reality has now been finally ported to a modern operating system, and you can watch it tear up your system: no video, no emulation, just code - as it should be.
conspiracy.hu/files/w32nd_...
github.com/ConspiracyHu...
We're incredibly proud to announce that Second Reality has now been finally ported to a modern operating system, and you can watch it tear up your system: no video, no emulation, just code - as it should be.
conspiracy.hu/files/w32nd_...
github.com/ConspiracyHu...
Reposted by PpluX (Jose L. Hidalgo)
Ok, the sokol-gfx 'resource view update' has been merged. This is a fairly big breaking update. Details in the changelog:
github.com/floooh/sokol...
...and if you haven't yet, please also read the accompanying blog post:
floooh.github.io/2025/08/17/s...
github.com/floooh/sokol...
...and if you haven't yet, please also read the accompanying blog post:
floooh.github.io/2025/08/17/s...
August 23, 2025 at 5:05 PM
Ok, the sokol-gfx 'resource view update' has been merged. This is a fairly big breaking update. Details in the changelog:
github.com/floooh/sokol...
...and if you haven't yet, please also read the accompanying blog post:
floooh.github.io/2025/08/17/s...
github.com/floooh/sokol...
...and if you haven't yet, please also read the accompanying blog post:
floooh.github.io/2025/08/17/s...
Reposted by PpluX (Jose L. Hidalgo)
NEW Functions: Tanh!
This is an introduction to the hyperbolic tangent function and how it's useful in shaders
mini.gmshaders.com/p/func-tanh
This is an introduction to the hyperbolic tangent function and how it's useful in shaders
mini.gmshaders.com/p/func-tanh
May 31, 2025 at 1:17 AM
NEW Functions: Tanh!
This is an introduction to the hyperbolic tangent function and how it's useful in shaders
mini.gmshaders.com/p/func-tanh
This is an introduction to the hyperbolic tangent function and how it's useful in shaders
mini.gmshaders.com/p/func-tanh
Reposted by PpluX (Jose L. Hidalgo)
Importance Sampled FAST Noise
Here's a 25 minute video about the latest and greatest in blue noise textures / precalculated per pixel random numbers
www.youtube.com/watch?v=aFSk...
Also repo: github.com/electronicar...
And published paper: jcgt.org/published/00...
Here's a 25 minute video about the latest and greatest in blue noise textures / precalculated per pixel random numbers
www.youtube.com/watch?v=aFSk...
Also repo: github.com/electronicar...
And published paper: jcgt.org/published/00...
May 27, 2025 at 6:54 PM
Importance Sampled FAST Noise
Here's a 25 minute video about the latest and greatest in blue noise textures / precalculated per pixel random numbers
www.youtube.com/watch?v=aFSk...
Also repo: github.com/electronicar...
And published paper: jcgt.org/published/00...
Here's a 25 minute video about the latest and greatest in blue noise textures / precalculated per pixel random numbers
www.youtube.com/watch?v=aFSk...
Also repo: github.com/electronicar...
And published paper: jcgt.org/published/00...
Reposted by PpluX (Jose L. Hidalgo)
New samples (WebGPU required):
- combined vertex/index buffer: floooh.github.io/sokol-webgpu...
- simple compute shader write: floooh.github.io/sokol-webgpu...
- compute shader image blur (ported from a WebGPU sample): floooh.github.io/sokol-webgpu...
- combined vertex/index buffer: floooh.github.io/sokol-webgpu...
- simple compute shader write: floooh.github.io/sokol-webgpu...
- compute shader image blur (ported from a WebGPU sample): floooh.github.io/sokol-webgpu...
May 24, 2025 at 1:23 PM
New samples (WebGPU required):
- combined vertex/index buffer: floooh.github.io/sokol-webgpu...
- simple compute shader write: floooh.github.io/sokol-webgpu...
- compute shader image blur (ported from a WebGPU sample): floooh.github.io/sokol-webgpu...
- combined vertex/index buffer: floooh.github.io/sokol-webgpu...
- simple compute shader write: floooh.github.io/sokol-webgpu...
- compute shader image blur (ported from a WebGPU sample): floooh.github.io/sokol-webgpu...
Reposted by PpluX (Jose L. Hidalgo)
I must merged the 'compute-ms2' update for sokol-gfx, TL;DR:
- compute shaders can now write to textures
- the same buffer object can now be bound as vertex/index/storage buffer
Blog post: floooh.github.io/2025/05/19/s...
Changelog: github.com/floooh/sokol...
- compute shaders can now write to textures
- the same buffer object can now be bound as vertex/index/storage buffer
Blog post: floooh.github.io/2025/05/19/s...
Changelog: github.com/floooh/sokol...
github.com
May 24, 2025 at 1:20 PM
I must merged the 'compute-ms2' update for sokol-gfx, TL;DR:
- compute shaders can now write to textures
- the same buffer object can now be bound as vertex/index/storage buffer
Blog post: floooh.github.io/2025/05/19/s...
Changelog: github.com/floooh/sokol...
- compute shaders can now write to textures
- the same buffer object can now be bound as vertex/index/storage buffer
Blog post: floooh.github.io/2025/05/19/s...
Changelog: github.com/floooh/sokol...
Finally got some time around to update the minimal wgpu *native* examples. With imgui (render to texture) as the new main feature.
The project is just a scaffold to make WGPU cross-platform demos.
github.com/pplux/minima...
The project is just a scaffold to make WGPU cross-platform demos.
github.com/pplux/minima...
May 17, 2025 at 10:28 AM
Finally got some time around to update the minimal wgpu *native* examples. With imgui (render to texture) as the new main feature.
The project is just a scaffold to make WGPU cross-platform demos.
github.com/pplux/minima...
The project is just a scaffold to make WGPU cross-platform demos.
github.com/pplux/minima...
Reposted by PpluX (Jose L. Hidalgo)
Play with the code and live editor: danielchasehooper.com/posts/code-a...
Animating Rick and Morty One Pixel at a Time
An interactive guide on making 2d animations using signed distance fields in GPU shaders
danielchasehooper.com
February 5, 2025 at 7:43 PM
Play with the code and live editor: danielchasehooper.com/posts/code-a...
Reposted by PpluX (Jose L. Hidalgo)
Hey, y'all! 👋 I'm Tom (or Tomasz if you enjoy Hungarian Notation or Klingon)
I cause graphics devices to become lost, and generate all sorts of technical, design & artistic debt in Tiny Glade, together with @anopara.bsky.social, @lydmartin.bsky.social & @odaodaoda.bsky.social
I cause graphics devices to become lost, and generate all sorts of technical, design & artistic debt in Tiny Glade, together with @anopara.bsky.social, @lydmartin.bsky.social & @odaodaoda.bsky.social
December 5, 2024 at 1:49 AM
Hey, y'all! 👋 I'm Tom (or Tomasz if you enjoy Hungarian Notation or Klingon)
I cause graphics devices to become lost, and generate all sorts of technical, design & artistic debt in Tiny Glade, together with @anopara.bsky.social, @lydmartin.bsky.social & @odaodaoda.bsky.social
I cause graphics devices to become lost, and generate all sorts of technical, design & artistic debt in Tiny Glade, together with @anopara.bsky.social, @lydmartin.bsky.social & @odaodaoda.bsky.social
Reposted by PpluX (Jose L. Hidalgo)
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.
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.
Rendering Tiny Glades With Entirely Too Much Ray Marching
YouTube video by Graphics Programming Conference
www.youtube.com
December 5, 2024 at 2:19 AM
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.
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.
Reposted by PpluX (Jose L. Hidalgo)
Behind the pretty frames of #DetroitBecomeHuman. Breaking down how the beautiful world of Detroit brought to life with cool techniques & smart decisions.
i Hope you enjoy or find something new!
mamoniem.com/behind-the-p...
i Hope you enjoy or find something new!
mamoniem.com/behind-the-p...
November 28, 2024 at 2:06 AM
Behind the pretty frames of #DetroitBecomeHuman. Breaking down how the beautiful world of Detroit brought to life with cool techniques & smart decisions.
i Hope you enjoy or find something new!
mamoniem.com/behind-the-p...
i Hope you enjoy or find something new!
mamoniem.com/behind-the-p...
Reposted by PpluX (Jose L. Hidalgo)
Someone shared this with me recently and it's such a cool article with great detail and good visuals that I wanted to share it here as well. Hope you enjoy it :)
blog.frost.kiwi/analytical-a...
blog.frost.kiwi/analytical-a...
AAA - Analytical Anti-Aliasing
How to fix jaggies the analytical way with some juicy secrets
blog.frost.kiwi
November 20, 2024 at 9:15 PM
Someone shared this with me recently and it's such a cool article with great detail and good visuals that I wanted to share it here as well. Hope you enjoy it :)
blog.frost.kiwi/analytical-a...
blog.frost.kiwi/analytical-a...