Jack Knobel
@jackknobel.com
Game Engine Tinkerer, 🇦🇺in 🇫🇮. Senior Core Engine Programmer at Remedy Games. Prev: Frostbite, The Artful Escape The Bards Tale IV, Trover Saves the Universe, Kieru.
Hi everyone, today me and 22 others at Double Fine were hit by layoffs today. All the people who lost their jobs today care so much about the games they make and the people they work with. If anyone is looking for a tools SE with 7 years of experience and who brings baked goods on Mondays lmk.
Any cool international devs (preferably with a game released in the last year or so) interested in visiting Melbourne this year (for the small price of doing a short talk??)
FOOTY FOOTY FOOTY 🏉 Watch the new trailer for PRO JANK FOOTY, animated by Smiling Friends co-creator Michael Cusack. Play it this August 12 on Steam, PS5, Xbox, and Switch 2. 🏆 Wishlist on Steam now: bit.ly/455PGgP
Happy to share that I'll be joining the Advances in Real-Time Rendering in Games course at Siggraph next week to talk about how we render volumetric effects in our Glacier engine & 007 First Light with Smolder! Take a look at all the cool presentations that are lined up!
2026 Advances in Real-Time Rendering in Games course line up is here - check it out! advances.realtimerendering.com
TinyBVH has just been 𝘂𝗽𝗱𝗮𝘁𝗲𝗱 𝘁𝗼 𝟭.𝟴.𝟬. For CPU ray tracing, it is now the fastest option in most cases - Outperforming Intel Embree and Madmann91 for BVH build time and single-ray performance. On GPU, performance exceeds 4B rays per second - 4 rays per pixel at 4k/120Hz. github.com/jbikker/tiny...
Our #HPG2026 paper "Memory-Efficient Bounding Volume Hierarchies with Merged Nodes for Hardware Ray Tracing" introduces new ways of constructing BVHs that consistently outperform state-of-the-art BVHs for GPU ray tracing. Project page: graphics.cs.utah.edu/research/pro... @ebrunvand.bsky.social
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
meshoptimizer 1.2 is out! Featuring support for tangent generation, a significantly faster vertex decoder for Intel/AMD CPUs, several new smaller algorithms (cluster position compression, triangle filtering, clusterlod BVH) and more. GitHub stars and boosts appreciated! github.com/zeux/meshopt...
We're finally bringing our powerful and user friendly CPU profiler to Linux! The beta version is now publically available, and it's free for 60 days during the open beta, so there's really no excuse not to try it out! Just download, extract, optimize. superluminal.eu/applications...
Superluminal For Linux | Fast Profiling Without The Challenges
No pages of installation guides. No Gigabytes to download and install. Just unzip, run and focus on performance issues. It Just Works™.
superluminal.eu
*tap tap* Is this thing on? www.youtube.com/watch?v=B9bz... rookandpossum.com/posts/scanli... I made a thing! I suspect I'll be posting to an empty room like a madman, but for now, I'm going to make a habit to start posting things here when I post videos/blogs/papers.
The Scanline Sweeper: A Glyph Rendering Algorithm
YouTube video by Rook and Possum
youtube.com
Reminder that the coding help I need the most for Dear ImGui are related to tech that are foreign to me: Vulkan, OSX, Metal, Android, Linux. Many open issues/pr, need quality brain time, design time, explanations & reviews to close topics rather that have more opened: github.com/ocornut/imgu...
people who refuse to laugh at unfunny jokes in the workplace are braver than the marines and 1000x more essential
Manalan Mailla by Finnish ethno-pop artist Vilma Jää is out wherever you find music. Inspired by the Ingrian ensemble runolaulu tradition, you first heard it in our Paranatural Manhattan trailer! Enjoy Zoe's Mixtape! #CONTROLResonant https://open.spotify.com/album/7Hu1bOBWCQw3LklaKFwX3q
Today I'm releasing Spark for Unity, a Unity package that brings the Spark texture codecs to the Unity engine and it's free for projects with lifetime revenue under $100K. t.co/RaUwMH90rK #unity #spark
https://www.ludicon.com/castano/blog/2026/06/spark-for-unity/
t.co
I don't do podcasts often so I was very nervous, but I had a swell time chatting with Jon and Sagar about adventure games and the complex push and pull between player and player character. Great fun! Check it out!
New Kaleidoscope episode! We're joined by @stirpicus.bsky.social (Fortnite, Minecraft: Story Mode) to talk about writing protagonists with strong personalities. How do we get the player to connect? And does it allow for more complex - even immoral - characters? www.inklestudios.com/kaleidoscope...
hi if you're a content creator interested in covering our video game, you can fill this form out: controlgame.com/content-crea... #CONTROLResonant
Humanity meets a new threat to our existence when CONTROL Resonant launches – September 24th 2026. Pre-orders are open. Nothing stays contained forever. The story trailer is out now: https://youtu.be/JZuJlSGpgQo < YOU’RE UP > #CONTROLResonant
Humanity meets a new threat to our existence when CONTROL Resonant launches – September 24th 2026. Pre-orders are open. Nothing stays contained forever. The story trailer is out now: https://youtu.be/JZuJlSGpgQo < YOU’RE UP > #CONTROLResonant
CONTROL Resonant – Story Trailer | State of Play June 2026
Launching September 24th 2026. Pre-order now!
youtu.be
Now on the dev branch of TinyBVH: Version 1.7.0. New in this version: Ultra-fast CPU BVH builds using the threaded, binning SAH builder (BVH::BuildAVX). TinyBVH now builds a BVH for a 220k triangle model in 7ms, twice as fast as before. Dev build: github.com/jbikker/tiny...
GitHub - jbikker/tinybvh at dev
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
github.com
TinyBVH has been updated to 1.6.8 on the main branch. Notable changes: * New C++17 threading system * TinyOCL now uses OpenCL 3.1.1 * Fix: watertight tri test for shadows * Added BVH::BuildAABB EA SEED (Gigi), SideFX and Remedy are using TinyBVH! Check it for yourself: github.com/jbikker/tiny...
GitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library.
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
github.com
Introducing AMD DGF SuperCompression - AMD GPUOpen gpuopen.com/learn/introd...
Introducing AMD DGF SuperCompression - AMD GPUOpen
AMD DGF SuperCompression (DGFS) cuts DGF geometry file sizes while preserving exact block reconstruction and enabling fast decode to either DGF blocks or conventional meshlets for cross-device deploym...
gpuopen.com
I have reserved this opinion for a long time but now the hater gates are open. Mario is set in 1981, a time where a New York plumber's access to guns was plentiful and based on a simple google search shows the surge of popularity around the Beretta 92 means Mario was surely carrying.
The Star Wars Jedi team at Respawn is looking for an Engine/Rendering engineer. It's a pretty sweet team, fyi. Details here: www.respawn.com/careers/soft...
respawn.com
Introducing Cursor Camp, a website to hang out with other cursors. Out now :) > neal.fun/cursor-camp/
Also the more technical presentation mentioned in the above talk, is this one by Sebastian Eriksson, about how to make OpenUSD editing work well in real time workflows: gdcvault.com/play/1034236...
Real-Time World Editing Technology in Northlight
Requirements for game worlds are ever-increasing, being more realistic, more interactive, and larger than ever before. This means that there is a ton of content to be authored, but also large amounts ...
gdcvault.com
The fantastic GDC 2024 talk by Vesa Paakkanen about OpenUSD workflows at Remedy is now free to see on the GDC vault: gdcvault.com/play/1034201... It goes into detail of OpenUSD workflows in their 3D editor, Northlight, for things such as variants, edit targeting, schemas, overrides, and more.
Building Game Worlds with OpenUSD
The complexity and size of the game worlds is ever-increasing and tools need to meet that demand. At Remedy, we have been working on new tools and tech stack to allow us to build worlds faster and wit...
gdcvault.com
I spent some time reverse-engineering Apple's Lossy texture format. It wasn't as simple as I originally thought, and some of the details surprised me. Check it out! www.ludicon.com/castano/blog...
Metal Lossy Compression Format
The Apple Lossy compression format was introduced in the A15 and M2 chipsets (which share the same GPU generation) and it enables sampling and rendering to textures with a 1:2 compression ratio. The f...
ludicon.com
I am not sure I can overstate how useful this tool is. Not sure if your game is paging out GPU-memory to system-memory? Well now you know :) github.com/jonasmr/demo...