Alex Goldring
@SoftEngineer
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Software developer. Game developer. Graphics researcher. Working primarily in 3d graphics on the web. https://t.co/ijyjxwcIAZ
Joined August 2009
Been experimenting with contact shadows in WebGPU. Was inspired by @h3r2tic and his #TinyGlade presentation at GraphicsProgrammingConference 2024. Wrote a bit on the subject: https://t.co/WpHpwleAzZ
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Wrote an article on bent normals. It's a tricky subject to wrap your head around. https://t.co/WdsUB4HXSf
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Integrated EON (Energy-compensated Oren-Nayar) diffuse brdf into my WebGPU graphics engine. Differences are subtle, but rough surfaces look brighter and warmer. Thanks to @jamportz, @pzkutz and Stephen Hill for their (very π
) detailed paper paper: https://t.co/AiZiul74Lc
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Implemented unified volumetric lighting solution for #WebGPU * local participating media volumes * full light scattering integration * full TAA for 3d froxel grid https://t.co/Wsu9fwW5tz Special thanks to @SebHillaire for his amazing work and presentations on the subject.
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Integrated NVidia's SHaRC into Shade (my WebGPU engine). Major points: * I'm using an eviction mechanism instead of "resolve + compact" that NVidia's SHaRC is doing * Voxels store metro-style sh2 in YCoCg * Hashes are 32bit * Memory usage about 1/3 of SHaRC
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Wrote a tetrahedral light-probe mesh generator in #JavaScript for #threejs . Thanks to @donrmccurdy for his light-probe work, it was very useful! The system works with arbitrary points, in fact regular grid is the slowest option. Tet-mesh build speed ~100k points per second.
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Wrote CPU a path-tracer in JS, using #threejs and #meep . Here are a few renders. Based on a brilliant tutorial "Ray Tracing in One Weekend" by Peter Shirley (@Peter_shirley) . Great fun, also helped me optimize by BVH implementation.
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hey @FmyYch , thanks for checking out our game #MightIsRight . I enjoyed your YouTube video, very informative! Japanese localization was worked on by Alis, he's an awesome translator!
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Working on the level generator. Using cellular automata to carve out playable spaces. And a tunneling algorithm to connect the spaced together. #gamedev #pcg #gamedesign #indiedev
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Working on procedural level generation, generating landscape. Sharp slopes are textured with the rock texture. procedural content generation is super fun! #RNG #PCG #simplexnoise #gamedev #indiedev
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Did we mention you can play our demo... for free? π½ Help us out by sharing the game and following us! DEMO: https://t.co/JlI2HZRhIq
#turnbasedlovers #IndieGame #Gamedev #Indiegamedev #Strategygame #LazyKitty #MightisRight #freedemo πΌ https://t.co/L3eQ3cHLh5
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The newest addition to Might is Right: Managing Skills and Effects. Read about our process here: https://t.co/WXxipa2SE6
#turnbasedlovers #IndieGame #Gamedev #Indiegamedev #Strategygame #LazyKitty #MightisRight #Devblog
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Check out our Kickstarter! https://t.co/56XUzYwyzf ππͺπ»
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#Texture #Optimization #Indiegamedev #Devblog Check it out! π° https://t.co/j2Dd7Hn0df π https://t.co/mL6QzXY5Pf
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