🔔 We’re #Hiring! The Forge Interactive is looking for a Graphics Programmer and an Intern to join our team!
🌐 Apply on LinkedIn: The Forge Interactive, Inc.
✉️ Or email: [email protected]
#GraphicsProgramming #Intern #GameDevCareers #OpenRole
🌐 Apply on LinkedIn: The Forge Interactive, Inc.
✉️ Or email: [email protected]
#GraphicsProgramming #Intern #GameDevCareers #OpenRole
October 30, 2025 at 7:53 PM
🔔 We’re #Hiring! The Forge Interactive is looking for a Graphics Programmer and an Intern to join our team!
🌐 Apply on LinkedIn: The Forge Interactive, Inc.
✉️ Or email: [email protected]
#GraphicsProgramming #Intern #GameDevCareers #OpenRole
🌐 Apply on LinkedIn: The Forge Interactive, Inc.
✉️ Or email: [email protected]
#GraphicsProgramming #Intern #GameDevCareers #OpenRole
Finished documenting work on optimized wireframe rendering: precision, clipping & math details for stable, performant edges in OpenGL.
Includes an analysis of NVIDIA’s wireframe paper & fixes its issues.
fauder.github.io/posts/2025/1...
#GraphicsProgramming #Rendering #OpenGL #ShaderDev #GameDev
Includes an analysis of NVIDIA’s wireframe paper & fixes its issues.
fauder.github.io/posts/2025/1...
#GraphicsProgramming #Rendering #OpenGL #ShaderDev #GameDev
Optimized Wireframe Rendering: Part III
Detailed technical breakdown of precision pitfalls, clipping logic, and geometry shader implementation for high-quality wireframe rendering.
fauder.github.io
October 21, 2025 at 4:43 PM
Finished documenting work on optimized wireframe rendering: precision, clipping & math details for stable, performant edges in OpenGL.
Includes an analysis of NVIDIA’s wireframe paper & fixes its issues.
fauder.github.io/posts/2025/1...
#GraphicsProgramming #Rendering #OpenGL #ShaderDev #GameDev
Includes an analysis of NVIDIA’s wireframe paper & fixes its issues.
fauder.github.io/posts/2025/1...
#GraphicsProgramming #Rendering #OpenGL #ShaderDev #GameDev
Writing an efficient CommandBuffer in a language like Java is an interesting challenge #GameDev #GraphicsProgramming
October 21, 2025 at 1:37 AM
Writing an efficient CommandBuffer in a language like Java is an interesting challenge #GameDev #GraphicsProgramming
🚀 From chaotic Vulkan allocations to sleek, optimized pipelines. GPU memory management is an art form. Render graphs + VMA = less allocations, stable frames, higher VRAM efficiency.
dev.to/p3ngu1nzz/ad...
#GameDev #Vulkan #GraphicsProgramming #GPU #RenderGraph #VMA #IndieDev #TechArt #devlog #ai
dev.to/p3ngu1nzz/ad...
#GameDev #Vulkan #GraphicsProgramming #GPU #RenderGraph #VMA #IndieDev #TechArt #devlog #ai
Advanced Vulkan Rendering: Building a Modern Frame Graph and Memory Management System
Author: Cat Game Research Team Date: October 6, 2025 Milestone: M4 Phase 1 - Advanced Rendering...
dev.to
October 6, 2025 at 12:43 PM
🚀 From chaotic Vulkan allocations to sleek, optimized pipelines. GPU memory management is an art form. Render graphs + VMA = less allocations, stable frames, higher VRAM efficiency.
dev.to/p3ngu1nzz/ad...
#GameDev #Vulkan #GraphicsProgramming #GPU #RenderGraph #VMA #IndieDev #TechArt #devlog #ai
dev.to/p3ngu1nzz/ad...
#GameDev #Vulkan #GraphicsProgramming #GPU #RenderGraph #VMA #IndieDev #TechArt #devlog #ai
Ok I think I've fixed all major issues in my screenspace #RadianceCascades implementation. Still barebones, but I'll revisit this after working on other parts of the renderer. #graphicsprogramming #indiegamedev #indiedev
September 26, 2025 at 2:18 PM
Ok I think I've fixed all major issues in my screenspace #RadianceCascades implementation. Still barebones, but I'll revisit this after working on other parts of the renderer. #graphicsprogramming #indiegamedev #indiedev
Vulkan Ray Tracing Tutorial V2.0 Released
Complete rewrite with Vulkan 1.4 support, VMA, Slang. Step-by-step tutorial from raster to ray tracing.
15+ specialized tutorials.
Get started: github.com/nvpro-sample...
#Vulkan #RayTracing #GraphicsProgramming
Complete rewrite with Vulkan 1.4 support, VMA, Slang. Step-by-step tutorial from raster to ray tracing.
15+ specialized tutorials.
Get started: github.com/nvpro-sample...
#Vulkan #RayTracing #GraphicsProgramming
GitHub - nvpro-samples/vk_raytracing_tutorial_KHR at v2
Ray tracing examples and tutorials using VK_KHR_ray_tracing - GitHub - nvpro-samples/vk_raytracing_tutorial_KHR at v2
github.com
September 26, 2025 at 9:10 AM
Vulkan Ray Tracing Tutorial V2.0 Released
Complete rewrite with Vulkan 1.4 support, VMA, Slang. Step-by-step tutorial from raster to ray tracing.
15+ specialized tutorials.
Get started: github.com/nvpro-sample...
#Vulkan #RayTracing #GraphicsProgramming
Complete rewrite with Vulkan 1.4 support, VMA, Slang. Step-by-step tutorial from raster to ray tracing.
15+ specialized tutorials.
Get started: github.com/nvpro-sample...
#Vulkan #RayTracing #GraphicsProgramming
Sometimes you see a question on Reddit that makes you go full Homer Simpson
September 25, 2025 at 7:33 AM
Sometimes you see a question on Reddit that makes you go full Homer Simpson
#graphicsprogramming is amazing! Whenever you solve an issue two new beautiful issues open up to you❤️
I just split up rendering the point lights shadow maps over multiple frames which results in better performance but now I have to deal with self-shadowing of moving objects.
#indiedev #gamedev
I just split up rendering the point lights shadow maps over multiple frames which results in better performance but now I have to deal with self-shadowing of moving objects.
#indiedev #gamedev
September 23, 2025 at 11:44 AM
#graphicsprogramming is amazing! Whenever you solve an issue two new beautiful issues open up to you❤️
I just split up rendering the point lights shadow maps over multiple frames which results in better performance but now I have to deal with self-shadowing of moving objects.
#indiedev #gamedev
I just split up rendering the point lights shadow maps over multiple frames which results in better performance but now I have to deal with self-shadowing of moving objects.
#indiedev #gamedev
A wealth of knowledge in the form of articles by Inigo Quilez on #GraphicsProgramming, #Mathematics, etc. 👌🏽:
iquilezles.org/articles/
#Graphics #3DGraphics #Maths #Programming #Tutorials
iquilezles.org/articles/
#Graphics #3DGraphics #Maths #Programming #Tutorials
Inigo Quilez
Articles on computer graphics, math and art
iquilezles.org
January 29, 2024 at 3:19 AM
A wealth of knowledge in the form of articles by Inigo Quilez on #GraphicsProgramming, #Mathematics, etc. 👌🏽:
iquilezles.org/articles/
#Graphics #3DGraphics #Maths #Programming #Tutorials
iquilezles.org/articles/
#Graphics #3DGraphics #Maths #Programming #Tutorials
If you are interested in learning #graphicsprogramming using #odinLang, I created a repo for the example source code over at learnopengl website but written in odin. I have completed chapter 1 - getting started
github.com/kidando/lear...
github.com/kidando/lear...
GitHub - kidando/learnopengl-odin
Contribute to kidando/learnopengl-odin development by creating an account on GitHub.
github.com
January 26, 2025 at 3:01 PM
If you are interested in learning #graphicsprogramming using #odinLang, I created a repo for the example source code over at learnopengl website but written in odin. I have completed chapter 1 - getting started
github.com/kidando/lear...
github.com/kidando/lear...
September 23, 2024 at 11:22 PM
Been Busy marking, but managed to do some more of my WebGPU demo. Re-factor the Qt Widget, Text Rendering and sorted the lights a bit. #WebGPU #GraphicsProgramming #Python #NCCA
January 27, 2025 at 8:12 PM
Been Busy marking, but managed to do some more of my WebGPU demo. Re-factor the Qt Widget, Text Rendering and sorted the lights a bit. #WebGPU #GraphicsProgramming #Python #NCCA
Aren't these graphics just the cutest??? :-)
#threejs #retrogaming #devlog #gamedev #javascript #graphics #graphicsprogramming
#threejs #retrogaming #devlog #gamedev #javascript #graphics #graphicsprogramming
November 24, 2024 at 7:54 PM
Aren't these graphics just the cutest??? :-)
#threejs #retrogaming #devlog #gamedev #javascript #graphics #graphicsprogramming
#threejs #retrogaming #devlog #gamedev #javascript #graphics #graphicsprogramming
🎮 Graphics Programmers! Ready to shape the future of rendering?
Submit your proposal today for GPU Zen 4, the next volume in the acclaimed GPU Zen series!
📅 Deadline: May 17, 2025
📩Submit to: [email protected]
🔗 gpuzen.blogspot.com
#GraphicsProgramming #Rendering #GameDev #GPUZen #GPU
Submit your proposal today for GPU Zen 4, the next volume in the acclaimed GPU Zen series!
📅 Deadline: May 17, 2025
📩Submit to: [email protected]
🔗 gpuzen.blogspot.com
#GraphicsProgramming #Rendering #GameDev #GPUZen #GPU
May 1, 2025 at 8:31 PM
🎮 Graphics Programmers! Ready to shape the future of rendering?
Submit your proposal today for GPU Zen 4, the next volume in the acclaimed GPU Zen series!
📅 Deadline: May 17, 2025
📩Submit to: [email protected]
🔗 gpuzen.blogspot.com
#GraphicsProgramming #Rendering #GameDev #GPUZen #GPU
Submit your proposal today for GPU Zen 4, the next volume in the acclaimed GPU Zen series!
📅 Deadline: May 17, 2025
📩Submit to: [email protected]
🔗 gpuzen.blogspot.com
#GraphicsProgramming #Rendering #GameDev #GPUZen #GPU
WebGL2 engine updates: implemented texture mapping, phong shading, point lights!
Next, multiple light sources, spot and area lights, normal maps, and maybe re-writing it in TypeScript 🤔
#GraphicsProgramming #TechArt #WebGL #OpenGL
Next, multiple light sources, spot and area lights, normal maps, and maybe re-writing it in TypeScript 🤔
#GraphicsProgramming #TechArt #WebGL #OpenGL
December 23, 2024 at 6:57 PM
WebGL2 engine updates: implemented texture mapping, phong shading, point lights!
Next, multiple light sources, spot and area lights, normal maps, and maybe re-writing it in TypeScript 🤔
#GraphicsProgramming #TechArt #WebGL #OpenGL
Next, multiple light sources, spot and area lights, normal maps, and maybe re-writing it in TypeScript 🤔
#GraphicsProgramming #TechArt #WebGL #OpenGL
I’ve been learning #vulkan #graphicsprogramming on and off over past few years and this is as far as I’ve come. Written in #rustlang, GPU driven, deferred renderer, frustum culling, PBR materials, point light with cube map shadows, bloom (red bias to emulate film halation). youtu.be/46ZGXjwLMzs
Vulkan Rendering: Helmet in Grid
YouTube video by Jakub Babiak
youtu.be
March 7, 2025 at 2:56 PM
I’ve been learning #vulkan #graphicsprogramming on and off over past few years and this is as far as I’ve come. Written in #rustlang, GPU driven, deferred renderer, frustum culling, PBR materials, point light with cube map shadows, bloom (red bias to emulate film halation). youtu.be/46ZGXjwLMzs
A little unstable and too many ripples (almost like water?) but it's really amazing what compute shaders can do! Running super smooth
Cloth simulation has been a really fun side quest lol
#gamedev #graphicsprogramming
Cloth simulation has been a really fun side quest lol
#gamedev #graphicsprogramming
November 9, 2024 at 12:32 AM
A little unstable and too many ripples (almost like water?) but it's really amazing what compute shaders can do! Running super smooth
Cloth simulation has been a really fun side quest lol
#gamedev #graphicsprogramming
Cloth simulation has been a really fun side quest lol
#gamedev #graphicsprogramming
Does anyone have any resources, talks or articles on managing shadow texture quality in FPS or sniper games with multiple levels of zooming?
#gamedev #graphics #graphicsprogramming #realtimerendering #unity3d
#gamedev #graphics #graphicsprogramming #realtimerendering #unity3d
November 12, 2024 at 10:18 PM
Does anyone have any resources, talks or articles on managing shadow texture quality in FPS or sniper games with multiple levels of zooming?
#gamedev #graphics #graphicsprogramming #realtimerendering #unity3d
#gamedev #graphics #graphicsprogramming #realtimerendering #unity3d
Custom Gravity Attraction in Unity. Written a compute shader + GPU Instansing
#unity #gamedev #graphicsprogramming
#unity #gamedev #graphicsprogramming
December 11, 2024 at 4:06 PM
Custom Gravity Attraction in Unity. Written a compute shader + GPU Instansing
#unity #gamedev #graphicsprogramming
#unity #gamedev #graphicsprogramming
"How Much Of A Genius-Level Move Was Using Binary Space Partitioning In Doom?" [2019], Sinclair Target (twobithistory.org/2019/11/06/d...).
Via HN: news.ycombinator.com/item?id=4065...
#Graphics #ComputerGraphics #3DGraphics #Doom #GameProgramming #GraphicsProgramming #BSP #VSD #JohnCarmack
Via HN: news.ycombinator.com/item?id=4065...
#Graphics #ComputerGraphics #3DGraphics #Doom #GameProgramming #GraphicsProgramming #BSP #VSD #JohnCarmack
How Much of a Genius-Level Move Was Using Binary Space Partitioning in Doom?
A short history of the data structure that powered the classic first-person shooter.
twobithistory.org
June 13, 2024 at 1:16 AM
"How Much Of A Genius-Level Move Was Using Binary Space Partitioning In Doom?" [2019], Sinclair Target (twobithistory.org/2019/11/06/d...).
Via HN: news.ycombinator.com/item?id=4065...
#Graphics #ComputerGraphics #3DGraphics #Doom #GameProgramming #GraphicsProgramming #BSP #VSD #JohnCarmack
Via HN: news.ycombinator.com/item?id=4065...
#Graphics #ComputerGraphics #3DGraphics #Doom #GameProgramming #GraphicsProgramming #BSP #VSD #JohnCarmack
December 13, 2024 at 10:30 PM
Adding SSAO to my new renderer. I think the raw ao output looks OK now, need to look into filtering next. #graphicsprogramming #vulkan #IndieGameDev
August 21, 2025 at 7:18 PM
Adding SSAO to my new renderer. I think the raw ao output looks OK now, need to look into filtering next. #graphicsprogramming #vulkan #IndieGameDev
Interesting – must dig deeper:
“Look, Ma, No Matrices!”, Steven De Keninck (enkimute.github.io/LookMaNoMatr...).
Via HN: news.ycombinator.com/item?id=3953...
#Graphics #ComputerGraphics #Matrices #GeometricAlgebra #ProjectiveGeometricAlgebra #PGA #Mathematics #GraphicsProgramming #Programming
“Look, Ma, No Matrices!”, Steven De Keninck (enkimute.github.io/LookMaNoMatr...).
Via HN: news.ycombinator.com/item?id=3953...
#Graphics #ComputerGraphics #Matrices #GeometricAlgebra #ProjectiveGeometricAlgebra #PGA #Mathematics #GraphicsProgramming #Programming
Look, Ma, No Matrices!
enkimute.github.io
March 1, 2024 at 1:22 PM
Interesting – must dig deeper:
“Look, Ma, No Matrices!”, Steven De Keninck (enkimute.github.io/LookMaNoMatr...).
Via HN: news.ycombinator.com/item?id=3953...
#Graphics #ComputerGraphics #Matrices #GeometricAlgebra #ProjectiveGeometricAlgebra #PGA #Mathematics #GraphicsProgramming #Programming
“Look, Ma, No Matrices!”, Steven De Keninck (enkimute.github.io/LookMaNoMatr...).
Via HN: news.ycombinator.com/item?id=3953...
#Graphics #ComputerGraphics #Matrices #GeometricAlgebra #ProjectiveGeometricAlgebra #PGA #Mathematics #GraphicsProgramming #Programming
After 1.3k lines of code. I have TRIANGLE!
#programming #vulkan #C++ #graphicsprogramming #gamedevelopment #gameengines
#programming #vulkan #C++ #graphicsprogramming #gamedevelopment #gameengines
October 29, 2025 at 5:09 PM
After 1.3k lines of code. I have TRIANGLE!
#programming #vulkan #C++ #graphicsprogramming #gamedevelopment #gameengines
#programming #vulkan #C++ #graphicsprogramming #gamedevelopment #gameengines
Replicating some of the functionality I have in my C++ NGL library in #WebGPU and #Python Need to take a step back and make some big design decisions on how to make a flexible library for students to use easily. This is very ad-hoc at present. #GraphicsProgramming
January 15, 2025 at 8:29 PM
Replicating some of the functionality I have in my C++ NGL library in #WebGPU and #Python Need to take a step back and make some big design decisions on how to make a flexible library for students to use easily. This is very ad-hoc at present. #GraphicsProgramming