Explore tweets tagged as #graphicsprogramming
@spectrefuryiwnl
Ayush Soni
9 days
Getting into graphics programming, it's kinda fun #graphicsprogramming #programming
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@CrociDB
Bruno Croci
2 years
These clouds in Berlin that look like a low resolution perlin noise. #graphics #graphicsprogramming
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@_HexDump_
HexDump
2 years
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@LuxLyu
luxko
14 hours
Implementing basic PCF for my virtual shadow map setup. Looks stable enough to me now! #graphicsprogramming #gamedev #IndieGameDevs
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@LuxLyu
luxko
17 days
Making progress on my ssao implementation: tried to use guided image filtering for denoising today, results look promising. Still not sure how to prevent flickers without comprosing some depth details though... #graphicsprogramming #indiegamedev #screenshotsaturaday
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@DoubleWhammy_sg
Double Whammy 🀘🎸
1 month
1000% physically accurate bottle shader #DoubleWhammyGame #gamedev #graphicsprogramming
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@SeanDMurphy23
Sean Murphy
1 year
I did it! Over 100k blades of grass rendering on GPU with over 70fps! This was such a fun challenge. Truely a difficult one none he less. Now i need to add new blade models and textures and make the lods dynamic! So excited #unity #graphicsProgramming
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@PrimalNippleMan
Arash Khatami
2 years
Hi everyone, in this video we're going to finish the code for adding and removing point lights and spotlights. https://t.co/Y8088597S2 #gameengine #gamedev #graphicsprogramming #cplusplus
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@czajnikowski
Maciek Czarnik
1 year
Refraction indeed is a bit more complicated topic. So rewarding at the same time πŸ˜΅β€πŸ’« #raymarching #graphicsprogramming
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@LuThecoder
Lu TheCoder
2 months
Bug ? ❌ art? βœ…πŸ€£πŸ€£.. #gamedev #graphicsprogramming #gameengine #indiedev #metal4
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@pikuma
pikuma.com
11 months
Excel is the ultimate game engine! πŸ˜… A raycaster built entirely in VBA, using DDA algorithm, supporting transparency and per column texture mapping. πŸ”— https://t.co/DO9pgN6mzp
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@CameleonTH
Thibault Hennequin
25 days
I'm creating a simple level to test my GI (global illumination) in my engine and it comes out with a #HalfLife vibe, but that's a coincidence πŸ™„ #ScreenshotSaturday #indiedev #gamedev #graphicsprogramming
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@vadstart
vadstart 🦊
3 months
Progressing so fast with my #Vulkan πŸŒ‹graphics engine that I'm considering making my game in it instead of Unreal Engine. Right now I'm getting 9000+ fps in this scene xD What should I add next though, any suggestions? . #enginedev #graphicsprogramming #IndieDevs #gamedev
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@LuThecoder
Lu TheCoder
3 months
What are the best ways for handling selection for gizmos? Planes, bounding boxes or?? #gamedev #metal4 #gameengine #graphicsprogramming
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@seanballais
Sean Ballais πŸ”¨
2 years
I finally implemented hot-reloading in my rendering engine after weeks (on and off) of working on it! 😭πŸ₯³ Next up, model loading and basic camera controls. #opengl #graphicsprogramming
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@georgiNikoloff
Georgi Nikolov
3 years
New #metalapi demo! Skeleton animation and cascaded shadows. Scene is rendered into 3 shadow textures with different light frustum offsets. #swift #iosDev #graphicsprogramming
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@romanjeanelie
Roman Jean-Elie
2 years
Enjoying playing with WebGPU particle simulations during the weekend! 😊 β€’ nb of particles: 500 000Β β€’ #WebGPU #GraphicsProgramming #ParticleSimulations
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@TooMuchVoltage
TooMuchVoltage Software
5 months
. @iquilezles's de-tiling with suslik's method for triplanar mapped terrains. πŸ–ŒοΈπŸŽ¨πŸžοΈ Details here: https://t.co/bKj2Fe6k0m
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@LuxLyu
luxko
18 hours
Implementing virtual shadow clipmaps in my new renderer. Having stable shadow texels under camera movement with bounded memory consumption is pretty nice. The actually committed tiles are highlighted in the later half of the video. Next goal: PCF. #graphicsprogramming #indiedev
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