Introducing AGFX : Amelie's Graphics Library, a thin MIT licensed RHI targeted towards indie developers C compliant, D3D12/Metal4 backend, 2.0 will add raytracing/draw indirect support soon. 🧵
Amélie Heinrich
@dispatchgraph.bsky.social
Graphics, ML @ Day III Digital
Happy to announce that after finally finishing university, I am starting a position of Graphics & ML Programmer at Day III Digital. Excited to work on some great projects and get some more AAA experience
Trained a small MLP to approximate the split-sum BRDF integration lookup table used in IBL rendering Architecture is a 6-layer MLP with GELU activations and a Sigmoid output layer. Takes NdotV and roughness as inputs and outputs the scale and bias terms of the split-sum approximation
-- JOB SEARCH POST/RT APPRECIATED -- Hello everyone! I am available for work (full time position/internship) anywhere in the world with priority going to the EU, starting June 2026. 🧵
Raytraced sun shadows using Metal intersector. Runs like shit because I have an M2 Mac Air which doesn't support hardware raytracing, hopefully I get to upgrade soon so I can get mesh shaders execute indirect and hardware RT...
Messing around with Metal + iOS, optimizing this for mobile is gonna be fun
Will be doing a 24h livestream for charity tonight at 6pm Paris time with Téléthon, donating for research against various diseases and to hospitals. At twitch.tv/rainbowpikmiin See you there!
rainbowpikmiin - Twitch
Funny opinionated solo game dev with no engine
twitch.tv
Game engine now has an asset cooker and it works very well!
First ReSTIR test using 16 reservoir proposal samples (right image) compared to uniform direction sampling and ignoring indirect light (left image) with many spread out lights (~3k light-emitting voxel faces here). Quite insane noise reduction going on in here!
This has to be the nerdiest photo I've ever taken.
Branched off my engine, focusing on taking another attempt at making my dream game Working hard and hopefully I can have a player controller scripted in AngelScript with some collisions and whatnot
Turns out properly waiting on both device and host instead of just device can really save lives
Finally getting down to doing some multi-queue stuff, and so far... fuck man D3D12 docs on resource ownership is not helping me at all lmao
Finally getting down to doing some multi-queue stuff, and so far... fuck man D3D12 docs on resource ownership is not helping me at all lmao
How does one even befriend an artist and convince them to help you make your game with your clunky custom engine art tools
Hot take, I think it's a bit of a shame we don't have API level mipmap generation. I mean Metal has it with MTLBlitEncoder::generateMipmapsForTexture, but it'd allow vendors to make use of their architecture-optimized single pass downsampler (also not sure NVIDIA has one)
Been doing some D3D11 work for nostalgia and to help a friend make their game and jeez, I'm missing modern graphics API copy commands, wtf do you mean I can't use CopyResourceRegion in D3D11?
Turns out I was wrong, I can still use Metal Shader Converter even for D3D11....... yes...... good.....
Helping a friend out to make their D3D11/Metal RHI and I'm gonna have to play around with spirv-cross for the first time to get HLSL -> MSL with no bindless
Helping a friend out to make their D3D11/Metal RHI and I'm gonna have to play around with spirv-cross for the first time to get HLSL -> MSL with no bindless
The fact ImGui has issues with high DPI lowkey makes me crazy but at least I'm working on something nice
Guys, I have a graphics prog job interview on thursday, give me your best job interview tips
My new blog post is out! In this new post I go into detail in how I implemented my D3D12/Vulkan/Metal RHI in my game engine Kaleidoscope. Link in replies!
Decided I'd merge my renderer into my engine since they were branched But before hand I decided to do some editor stuff, and I am additionally working on a Gigi like "render graph as a data asset" system... Will keep you guys updated
After quite a bit of work, I am finally done with the first blog post about ocean rendering! You can find it here: rtryan98.github.io/2025/10/04/o... I've also decided to create a video to showcase the ocean simulation in motion: www.youtube.com/watch?v=0OXm...
Ocean Rendering, Part 1 - Simulation · Robert Ryan - Graphics Programmer
rtryan98.github.io
For the people who are interested, I made a discord server for my game engine! If you wanna come chat, roast my code or just talk programming and showcase your own stuff, feel free to join Link in replies