hackeryangtze Profile
hackeryangtze

@hackeryangtze

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95
Following
2K
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14
Statuses
3K

GameDeveloper Love ComputerGraphics

People's Republic of China
Joined December 2015
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@hackeryangtze
hackeryangtze
1 day
https://t.co/uEFhQbW5UA LeanCLR delivers a compact, embeddable, and low-memory runtime, making it ideal for resource-constrained platforms such as mobile, H5, and mini-game environments.
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github.com
LeanCLR is a lean, cross-platform implementation of the Common Language Runtime (CLR). - focus-creative-games/leanclr
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@OneTeam_dot
One Team.
2 days
以前に紹介したUnityでローカルLLMを導入できる フレームワークをOSSとして公開しました! 少しでも気になったら、触ってみてください。 https://t.co/fK2srMrXGe #Unity
@OneTeam_dot
One Team.
10 days
UnityでローカルLLMを導入できるフレームワークを作ってみた! ユーザーが安心して触れるUXや権利回りを いろいろ工夫しています #スーパー開発デー
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@aki
あきぬる
2 days
<3 LCD
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@SebAaltonen
Sebastian Aaltonen
7 days
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@nuskey8
nuskey
9 days
軽量な組み込みKey-Value DBであるredbをC#に持ち込むためのライブラリ『Redb .NET』のプレビュー版を公開しました〜! 扱いやすいAPIでSQLiteやLiteDBと比較して同等またはそれ以上に高速に動作します!また、シリアライザ統合やUnity対応も提供してます! ◼︎リポジトリ https://t.co/hTe5MjA9tZ
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@MittringMartin
Martin Mittring
14 days
Slides for "ShaderToHuman", my recent open source project are online (presented at GPC 2025): https://t.co/JyzSlkODWK It's a HLSL/GLSL library for debugging shaders https://t.co/MgH18XegiD MIT license, by Martin Mittring and Anushka Nair
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github.com
HLSL/GLSL library for debugging shaders. Contribute to electronicarts/ShaderToHuman development by creating an account on GitHub.
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@SoftEngineer
Alex Goldring
16 days
Was working on CSM (Cascaded Shadow Maps) blending. My CSM implementation is a little unusual, I switch cascades as late as possible, using the highest available resolution cascade. Most CSM implementations choose cascades based on view depth, the problem with that is - you
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@KostasAAA
Kostas Anagnostou
16 days
Nice collection of graphics programming resources:
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@neuecc
neuecc
15 days
Poor man's InlineArray
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@cjpgverrier
Clément Verrier
18 days
Today, let's dive into some GPU memory bandwidth and computational throughput basics using @__tinygrad__ : https://t.co/jUStxmXBrc Later, I'll also add more details about how data gets cached on the GPU, which is crucial to avoid slow memory round-trips
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github.com
Tutorials about tinygrad, an end-to-end deep learning stack - cverrier/tinygrad-tutos
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@frustum
Alexander Zapryagaev
17 days
The node-based compute shader editor for the Tellusim Engine lets you bake fully procedural textures of any complexity at startup using GraphVarying with zero runtime cost. You also have full control over Nodes, Materials, and Textures from compute shaders.
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@jrouwe
Jorrit Rouwe
17 days
A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP):
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@XorDev
Xor
18 days
What game has the best graphical taste?
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@ajmmertens
Sander 🏳️‍🌈
18 days
The next Flecs release will have a new hierarchy storage that's a step change in performance: This scene (100x100 grid, 500k entities): - Runs 2x as fast - Consumes 158 MB vs. 1 GB - Uses 400 archetypes vs. 190.000 archetypes #flecs #ecs #gamedev #videogames #IndieGameDev
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@KostasAAA
Kostas Anagnostou
22 days
Presentations slides from Graphics Programming Conference 2025 are now online
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graphicsprogrammingconference.com
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@MartinJIFuller
Martin Fuller
21 days
Slides are now up for my GPC 2025 talk with @philiphammer0 on Variable Rate Compute Shaders in Doom the Dark Ages
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@SebAaltonen
Sebastian Aaltonen
20 days
Excellent SDF-engine presentation. We need more innovative games with fully modifiable worlds. Teardown was my GOTY a few years back. Mike said that he's converting the SDF to triangles for Jolt physics. I wrote a custom GPGPU physics (clay + fluid) solver for Claybook. SDF is a
@miketuritzin
Mike Turitzin
21 days
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@SaschaWillems2
Sascha Willems
24 days
My "How to Vulkan in 2026" @VulkanAPI #Vulkan guide is now publicly available at https://t.co/Xy9rSIRBT8 I still consider it a preview, though I'm mostly happy with it and only plan on changing minor things and incorporating some feedback.
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@CorporateShark
Sergey Kosarevsky
23 days
A new deferred rendering example for LightweightVK, showing how to wrap VK_KHR_dynamic_rendering_local_read and VK_EXT_shader_tile_image into a nice clean API. Just specify input attachments up-front and insert a barrier. GLSL + Slang. https://t.co/jWuLeN1tDK
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@KostasAAA
Kostas Anagnostou
25 days
"Improving Direct Lighting Material Occlusion - Part 1", discussing micro-occlusion for direct lighting, Naughty Dog's and Activision approaches and alternatives
irradiance.ca
Piqué fabric with micro-occlusion on the top, and micro-shadowing at the bottom. Both are using the same micro-occlusion map. Geometry virtualization and displacement systems like Nanite has allowed...
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