We submitted the final chapter of the 2nd edition of Mastering Graphics Programming with Vulkan! We rewrote and expanded much of the book, exploring TAA upscaling, ray-traced shadows, reflections, GI, denoising, mesh shaders, and modern Vulkan. Now time to review everything! :)
Antonio Caggiano
@antoniocaggiano.eu
Senior Graphics Engineer @ LunarG, musician, deeply in love with science, arts and literature.
I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: box2d.org/posts/2026/0...
Announcing Box3D
I’m happy to announce the release of Box3D, an open source 3D physics engine. It is now available on GitHub. Box3D repository You can think of Box3D as a fork of Box2D, extended with many features nee...
box2d.org
Yesterday I updated the Godot Game Template with many new features: → Settings menu w/ ConfigFile persistence → antz's Debug menu → gettext based setup for localization → bash script to sync all .po files with a newer version of the .pot template → Godot 4.7 support github.com/crystal-bit/...
For anyone who couldn't make it to GodotCon, the recording of my talk "Integrating Vulkan Ray Tracing in Godot" is now up on YouTube! #Godot #Vulkan #RayTracing
Integrating Vulkan Ray Tracing in Godot – Antonio Caggiano – GodotCon 2026
YouTube video by Godot Engine
youtube.com
I’m looking forward to speaking at GodotCon in Amsterdam this Friday. I’ll be giving “Integrating Vulkan Ray Tracing in Godot” again — same presented at Vulkanised, but for a Godot-focused audience. If you’ll be there, come say hi. conference.godotengine.org/2026/ #Godot #Vulkan #RayTracing
GodotCon 2026
GodotCon Amsterdam April 23-24
conference.godotengine.org
If you wanna know if #Vulkan @vulkan.org is the right graphics api for hobby developers (tl;dr: yes), you might find an answer in my #Vulkanised 2026 talk: www.youtube.com/watch?v=Eshk...
Vulkanised 2026: Vulkan Now and Then (for Hobbyists)
YouTube video by Vulkan
youtube.com
The recording of my Vulkanised 2026 talk is now live 🎥 In this talk, I walk through the journey of bringing a Vulkan RT pipeline into Godot. www.youtube.com/watch?v=HddS... Thanks to LunarG for the opportunity and to the @godotengine.org community for the reviews and feedback.
Vulkanised 2026: Integrating Vulkan Ray Tracing into the Godot Engine
YouTube video by Vulkan
youtube.com
The 2026 Global Game Jam #GGJ26 was last weekend, so let's take a look at their historical data for engine usage. 📈 @godotengine.org is having a good run! #Godot is now firmly established as the #2 engine in game jams (correlated by #GMTKJam data), rapidly closing the gap with #Unity.
It took me 1 month to make this video. It's 43 minutes and it's jam packed with cool information about how I make PS1 games and how I made Yume Nikki PS. www.youtube.com/watch?v=dsA2... #gamedev #indiedev #psx #ps1 #yumenikki
I made a real PS1 game in 1.5 months
YouTube video by Elias Daler
youtube.com
My PR for a Vulkan Ray Tracing pipeline has been merged into Godot! I’m grateful to everyone in the community who took the time to review. github.com/godotengine/... Want to know more? I'll be talking about that at Vulkanised 2026 in San Diego on Tuesday, Feb 10, 2026! vulkan.org/events/vulka...
New smooth clouds timelapse from the ground 🥰 #indiedev #gamedev #indiegames #screenshotsaturday
couple days late but, happy 1 month birthday block game! what a difference a month of development makes #EniBlockGame #GameDev #ProcGen #PixelArt 🎮
fuck it making a block game #GameDev 🎮
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome! zeux.io/2025/09/30/b...
Bevy 0.17 is out now! It features Raytracing, Improved Observers / Events, UI Widgets, Rust Hotpatching, Light Textures, DLSS, Tilemap Chunks, Web Assets, Reflect Auto-Registration, UI Gradients, Raymarched Atmosphere, Virtual Geometry BVH Culling, and more! bevy.org/news/bevy-0-17
Bevy 0.17
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
bevy.org
a reminder that I'm still looking for work if anyone needs an engineer specialized in UI and 3D/graphics 👀 I did some pretty amazing (NDA) stuff at PlayStation, and my personal open source work is forward thinking too 🧠🔮✨
Introduction to Computer Graphics course notes touching upon topics such as rasterisation, PBR, raytracing, image and geometry processing and fluid simulation perso.liris.cnrs.fr/nicolas.bonn...
perso.liris.cnrs.fr
Our game from the Global Game Jam 2025, made with the help of @cominu.bsky.social and the power of the nCine! 💪 globalgamejam.org/games/2025/p...
TinyBVH has been updated to 1.2.5 on main. New: TLAS/BLAS construction and traversal, for single and double precision BVHs, and including a brand new GPU demo: See the attached real-time footage, captured at 1280x720 on an NVIDIA 2070 laptop GPU. #RTXoff github.com/jbikker/tiny...
Godot's resource UID system is changing to better support scripts and shaders. Find out everything you need to know in our blog: #GodotEngine godotengine.org/article/uid-...
UID changes coming to Godot 4.4
Godot's resource UID system is changing to better support scripts and shaders. Read on to know what's required on your part to fully benefit from it.
godotengine.org
Godot GDScript ambient occlusion demo accelerated with the Vulkan raytracing pipeline. Fun has just begun!
I figured it out! Godot compresses some geometries when importing Sponza, so some positions are packed into rgba16. I am not sure whether Vulkan acceleration structure building supports that so, sorry, do not compress please.
Improving my #Godot GDScript #Vulkan raytracing demo, I finally managed to fix some validation errors and visualize normals properly. Some geometries are missing though. 🤔
A collage of different test scenes I used in my raytracer. Gotta admit I'm quite happy with it 🥰
The tinybvh sample wavefront path tracer now supports specular materials. :) Never stops being amazing, just look at those caustics on the floor that appeared out of nowhere. Path tracing is such a cool toy.
My contribution to Godot! 🥳 (not raytracing.. yet!) github.com/godotengine/...
Convert resource usage to string by Fahien · Pull Request #100399 · godotengine/godot
Improve error message by converting resource usage values to a human-readable string.
github.com
I'm late for ~7 months, but I've finally published my C++ & WebGPU raytracer on GitHub! I've tried to keep the code fairly commented and readable. It works pretty well, but I've never managed to make refractions work with VNDF. Maybe another time :) github.com/lisyarus/web...