Oliver Franzke

@p1xelcoder.bsky.social

I'm making colored pixels for Double Fine Productions. Lead Programmer of Broken Age. Also worked on Keeper and the remastered versions of Grim, DotT, FT and Monkey Island. https://www.p1xelcoder.com/

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

How do you know that I’m a graphics programmer deep down in my heart? … Stopping in front of the fridge to admire these beautiful light patterns caused by the evening sun shining through tree canopy.

Inspired by @mmalex.bsky.social's dots experiments recently, tried to do some kind of "particle DOF" in the fluff renderer, effectively blowing out every particle's microparticles which gives a kind of uncanny effect that also melts my GPU with overdraw.

I went star gazing in a dark-sky area for the first time in decades and it was amazing, but man there are so many satellites these days. It’s almost unbelievable! As a bonus enjoy this photo of Jupiter I took with my phone. :)

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Introducing AMD Smoldr, our open-source CLI to run #DirectX12 HLSL from simple text scripts. 🛠️ Compile shaders, create resources & pipelines ⚙️ Dispatch compute & ray tracing 🐞 Prototype/debug without C++ Faster iteration for DX12 devs 👇 gpuopen.com/learn/enhanc...

Enhancing DirectX Testing with AMD Smoldr - AMD GPUOpen

Smoldr is an open-source command-line tool that runs DirectX 12 HLSL shaders from simple text scripts, letting you compile, create resources and pipelines, and dispatch compute or raytracing workloads...

gpuopen.com

Fly through of part of a Keeper level directly in the Unreal Engine editor. Part way through I turn on all of the game objects the player doesn't see -- it takes a lot to make games work.