New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome! zeux.io/2025/09/30/b...
Thomas Decroyère
@tdecroyere.bsky.social
Freelance software engineer. Working on Elemental graphics library and Kanso (small micro kernel OS). https://github.com/tdecroyere
I now have a first person camera system for my renderer. It can be controlled with keyboard/mouse or gamepad. 😊 #directx12 #vulkan #gamedev #indiedev #IndieGameDev
I can now load the textures from the scene. I have a separate Texture Compiler library that can generate mips and compress the texture to BC7. In the 2 screenshots, the same view without/with basic lighting. No shadows yet. #directx12 #vulkan #gamedev #indiedev #IndieGameDev
I really need a new camera system because the model-viewer controls don't really work with a 3D scene. 😅 #gamedev #indiedev #IndieGameDev
I have reworked my mesh loading code and I'm now able to load the famous Sponza model. It is the "Hello World" of 3D graphics programming. 😊 I'm loading the normal maps to have more detailed geometry. Next on the list is camera controls. #gamedev #indiedev #IndieGameDev
The mesh sample works on iOS 26 with motion controls. It shares the exact same C code than the desktop version.😊 The sample is written in C23. Check the source code here: github.com/double-buffe... #gamedev #indiedev #IndieGameDev #apple #ios #ios26 #iphone
I've added functionality for the PS5 DualSense controller to my cross-platform gaming library. 😊 Feel free to explore the source code: github.com/double-buffe... #directx12 #vulkan #gamedev #IndieGameDev #dualsense
This is what happens when something goes wrong while refactoring the geometry data layout. 😅 The sample is written in C23. Check the source code here: github.com/double-buffe... #directx12 #vulkan #gamedev #IndieGameDev
I have implemented input management that works on Windows, macOS and Linux. To test it, what better way than to apply some cool motions to my 3D model viewer. 😊 The sample is written in C23. Check the source code here: github.com/double-buffe... #directx12 #vulkan #gamedev
My small micro-kernel OS written in C23 now has a GitHub automatic build pipeline that runs the tests with the emulator on supported architectures. It also builds hardware images so I can just burn the image to an SD card to test the build. #RISCV #C23 #UnitTesting #github
I have implemented a basic OBJ file loader and I can render a 3D model with Mesh Shaders. It works on all platforms: DirectX12, Vulkan and Apple Metal. The sample is written in C23, check the source code here: github.com/double-buffe... #directx12 #vulkan #gamedev
Writing low-level code in C23 doesn't mean you can't do unit testing. I built a simple library with a few lines of code that lets you write unit tests that look like those in other test frameworks. Check the source code here: github.com/double-buffe... #RISCV #C23 #UnitTesting
Forgetting to include friction when calculating velocity or acceleration can lead to some truly unexpected results. 😅 #directx12 #vulkan #gamedev
I've developed a compute shader sample for my graphics library, Elemental, using a beautiful fractal to test it. It runs on Windows, Linux, MacOS, and iOS, and is written in C. Check out the source code: github.com/double-buffe... #directx12 #vulkan #gamedev
Here is the repository of my hobby micro kernel for RISC-V written in C23. github.com/double-buffe... #RISCV
GitHub - double-buffer/kanso
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