I was working on something today that made me realise just how profoundly different working with hot-reload for *everything* (assets & all code) is. I often hear people say "my compile times are short, I don't need it" and I think they're missing the point. Thread:
Diogo Teixeira
@diogovtx.bsky.social
Co-Founder & Graphics R&D at Amplify Creations, Game Developer, worked on Disco Elysium, Rust, Decay of Logos, Brink. Retro gaming, Homebrew and Demoscene enthusiast. RTS, RPG fan. Son of the 80s.
🛠️ WIP Dynamic Area Lights 💡 Quick scene-view preview today. Some artifacts to iron out but super promising! We continue to work on our #Unity3d next-generation rendering asset. No Rasterization ☀️ @unity.com #ScreenshotSaturday 1 light? 10? 100? 1000? What's the difference?
Shader Execution Reordering gave us a 70% boost on this scene. Lots of divergent rays, spread between local lights reflections and GI.
We're building a powerful next-generation rendering asset for #Unity3d Still lot's to cover but it's improving daily, more soon. All Rays, no Rasterization ☀️ #ScreenshotSaturday @unity.com
We're not done with optimizing yet but there isn't a single baked light or reflection in any of these shots. All dynamic. 💡 All rays. ⚡️ #Unity3d, soon🤫
We have a new 3D AVBD Web Demo for our "Augmented Vertex Block Descent" method. Thanks, Chris Giles! Try it yourself: graphics.cs.utah.edu/research/pro... Source code available.
i've been fiddling with an old-school Steam skin for Dear ImGui: seidt.quest/s/dampf/. i open it several times a day to click and drag stuff around therapeutically because it's… grounding? :D imgui gallery thread post with source and references coming.
dampf: Old-school Steam skin for Dear ImGui
A 2004-era Steam/VGUI2 tracker skin for Dear ImGui
seidt.quest
Real-time Rendering with a Neural Irradiance Volume Delivering fast inference (~1ms/frame), a tiny memory footprint (1-5MB), 10x quality gains over probe-based methods @ equivalent mem budgets, bringing neural rendering within reach of consumer hardware without RT or denoising. arnocoomans.be/eg2026
New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs
I'm really enjoying the content on Timothy Lotte's new Youtube channel www.youtube.com/@neokineogfx
Neokineogfx
Returning Art to the Engineering of Technical GPU Generated Graphics
youtube.com
Wow... Kusher and the Saudis own EA now. Easiest eternal boycott of all time.
“Physically based rendering from first principles” (Interactive Article) imadr.me/pbr/
Physically based rendering from first principles
imadr.me
Slides from my SIGGRAPH 2025 and CEDEC 2025 talks “Fast as Hell: idTech 8 Global Illumination”, are now publicly available through the Advances in Real-Time Rendering in Games course. Lecture recordings will be available soon on the course's YouTube channel.
#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....
You co-created what now??? Welcome to my feed, permanently.
Can folks do me a favor? I was on Bluesky early & it was great. Mostly. I hit the eject button in January. I came back, many colleagues are here, but still don’t know I am. I co-created Halt and Catch Fire. I write TV & comics. Here’s two favorite set photos. Repost? I am in the wilderness.
If you’ve never seen the demoscene, you’ve missed a whole era of digital wizardry: youtu.be/vIQ74_DRWEM
The Incredible Demoscene - Making Art with Code
YouTube video by Modern Vintage Gamer
youtu.be
“The company proposes PCIe cards with core console hardware to replace scarce devkits for game development. These PCIe cards can fit into regular PCs and servers to convert them into devkits instead.” - Yes, please! tech4gamers.com/sony-patents...
New Sony Patent Aims To Simplify Console Game Development Without Devkits
Sony has published a new patent that aims to replace traditional devkits with a regular PCIe card that can be plugged into a regular PC.
tech4gamers.com
= 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...
Worth watching presentation, also provides some background info on how ReSTIR came to be and where it is heading: "ReSTIR: Traveling the Path of Reuse" www.youtube.com/watch?v=MRg9...
I3D 2025 Chris Wyman's Keynote "ReSTIR: Traveling the Path of Reuse"
YouTube video by I3D Symposium
youtube.com
Things have come a long way... Wishlist Alterspective on Steam: store.steampowered.com/app/3868200/ #gamedev #indiedev #solodev #gameart
Just rewatched GATTACA. A masterpiece. Perfect movie. A futuristic neo-noir that still has something to say. Also I found a draft of the script online that has a different ending than what made it to screen. Glad they didn’t go this way, would’ve really changed the feeling of that ending (spoilers)
For that weird, narrow segment of technically-minded programmers who want to know how we programmed 3D graphics in the 90s and also want to know about 80% of the stuff I programmed before RAD, I sat down for a 5 hour interview on the Wookash Podcast. www.youtube.com/watch?v=T1tX...
Legendary Software Rendering Era | Sean Barrett
YouTube video by Wookash Podcast
youtube.com
HLSL++ reached the 900 star milestone! Almost there for 1024. I recently added the interop namespace, got a new computer too with AVX512 and been playing with float4x4 as a nice __m512, it's very niche but I'm having a lot of fun and learning. github.com/redorav/hlslpp
GitHub - redorav/hlslpp: Math library using HLSL syntax with multiplatform SIMD support
Math library using HLSL syntax with multiplatform SIMD support - redorav/hlslpp
github.com
This is fantastic news. I know Funcom Lisboa was highly involved in this project. Super proud. Go Portugal! 🇵🇹 www.videogamer.com/news/dune-aw...
Dune Awakening is Funcom’s fastest-selling game ever as new MMO crushes the studio’s previous records
Funcom confirms that new MMO Dune Awakening is the studio's best-selling game ever in its 32-year history of making MMOs.
videogamer.com
This is a direct hardware capture of the latest build of jnmartin's Mario Kart 64 port... running natively on the Sega #Dreamcast! Not only does it look and run well, but he also got the background monitor screens working, which are doing advanced framebuffer tricks! #gamedev #retrogaming #n64
I've been trying to wrap my head around "next event estimation" in #raytracing. What exactly is it and how does it differ from the multiple importance sampling technique, presented e.g. here? lisyarus.github.io/blog/posts/m...
Demystifying multiple importance sampling
lisyarus.github.io
Really great talk covering GPU perf stuff including optimizing for memory bandwidth / cache and occupancy. Relevant to any GPU perf considerations, not specific to CUDA. www.youtube.com/watch?v=QQce...
GTC 2022 - How CUDA Programming Works - Stephen Jones, CUDA Architect, NVIDIA
YouTube video by Coding In Rust
youtube.com
I probably should have done this many years ago, but I finally got around to adding some useful debug features to my old Shadows sample. You can now "freeze" the cascades and zoom out, and draw them to see what they look like. www.youtube.com/watch?v=0D4A... github.com/TheRealMJP/S...
Shadows Sample Debug Visualizations
YouTube video by MyNameIsMJP
youtube.com