hackeryangtze
@hackeryangtze
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GameDeveloper Love ComputerGraphics
People's Republic of China
Joined December 2015
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.
github.com
LeanCLR is a lean, cross-platform implementation of the Common Language Runtime (CLR). - focus-creative-games/leanclr
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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
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@SoftEngineer @Kiiiri7 @UnrealEngine I suggest using this trick: https://t.co/4mcDmRgNIO Explanation here: https://t.co/VoE3QnLtKk
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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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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
github.com
HLSL/GLSL library for debugging shaders. Contribute to electronicarts/ShaderToHuman development by creating an account on GitHub.
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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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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
github.com
Tutorials about tinygrad, an end-to-end deep learning stack - cverrier/tinygrad-tutos
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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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A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP):
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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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Presentations slides from Graphics Programming Conference 2025 are now online
graphicsprogrammingconference.com
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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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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
The video: https://t.co/WJst3R7Vcz
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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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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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"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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