Bernat Muñoz

@shashclp.bsky.social

Grumpy programmer. Demoscener. I (try to) make machines produce faster and more beautiful pixels

Small extension to the path tracer: soft shadows by sampling the light as having size instead of being infinitely small (gif shows before/after). Next is fixing lighting and bounces, because they are right now a huge hack :)

Last past week, I (hastily) hacked a path tracer into my home engine to act as a validation tool. For all the issues that it has from being implemented in ~1 hour, it is difficult to argue about the results. Hopefully I don't get carried away trying to make it too complex/perfect :)

Path traced render using DXR

Time to try the new font: I want to support high DPI on my home engine, but UI scaling was a bit of an issue when using the internal font (due to my monitor setup), so the vector font was the last part missing for my niche use case and desires 🙂 (I tried a bunch of TrueType fonts, but hit issues)

Omar@ocornut.bsky.social · 6mo ago

Dear ImGui 1.92.6 released! github.com/ocornut/imgu... ~80 fixes/improvements/additions (incl. new default scalable vector font matching classic font, color markers on multi-components widgets, many fixes for fonts, tables, tree nodes, text input, navigation, viewports, backends...)

A while ago I made a note to release all the code from the demos I ported from MS-DOS to Windows, and got to it a few weeks ago. These are demoscene productions from the 90s that I ported to windows, captured at high quality and uploaded to youtube, so anyone can enjoy them easily.

Over the vacation I decided to continue a project I started 20 years ago: reimplementing the Platipus / Incognita demo graphic driver, so it would work on newer computers. I fixed a bunch of bugs, implemented a graphic driver 3 times without the original source code, and captured a 4k video :)

As it wasn't enough to port the hardware interface I am working on from DirectX7 to OpenGL 1.X, and then to DirectX9, now I am porting to DirectX11 to be able to use RenderDoc/PIX to debug the remaining issues... fun!

Here I am, on my vacation, porting OpenGL code to DirectX9, because I need/want fixed function for now. Although I wrote 3D engines with both, it is quite the struggle to remember all the fixed function details after being used to shaders for so long :')

I am also a (semi) retired demoscener, mostly focusing on 4k intros, small executables of only 4096 containing music, graphics and animation, with most of the content procedurally generated!

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