Arseny Kapoulkine
zeux.io
Arseny Kapoulkine
@zeux.io
Independent. Previously: TF@Roblox

meshoptimizer, pugixml, volk, calm, niagara, qgrep, Luau

https://github.com/zeux
https://zeux.io
One more thing! A few weeks ago I wrote a post that aggregates various articles I have written on meshoptimizer over the years:

zeux.io/2025/12/09/m...

If you’re looking for some reading to do over the break, consider revisiting these.
meshoptimizer 1.0 released
A short post today. If you’re following me on any of the vast array of social accounts then you’re probably aware, but if you’re reading this blog through the ancient technology otherwise known as RSS...
zeux.io
December 22, 2025 at 10:51 PM
Upcoming niagara stream!

Tomorrow (Sunday, Dec 21) at 11 AM PST (7 PM GMT), we will work on reducing the startup time by "cooking" the geometry and, if that gets done quickly enough, optimizing texture loading.

www.youtube.com/live/d04h0sZ...
niagara: Cooking geometry
YouTube video by Arseny Kapoulkine
www.youtube.com
December 21, 2025 at 3:16 AM
One fun feature that meshoptimizer got in the last two years that I forgot to mention in my v1 post is support for provoking vertex optimization for primitive ID rendering.

Implementation is based on exploration by John Hable (thanks!) and is used by Wicked Engine

meshoptimizer.org#visibility-b...
🐇 meshoptimizer
Mesh optimization library that makes meshes smaller and faster to render
meshoptimizer.org
December 18, 2025 at 5:11 PM
Tomorrow comes.
December 12, 2025 at 3:10 AM
Half resolution is when you cut width and height in half, and get at best half of your rendering time back, since rarely if ever do things scale perfectly with pixel count.
December 11, 2025 at 10:39 PM
After nine years of development, meshoptimizer has reached its first major version, 1.0!

This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!

meshoptimizer.org/v1
🐇 meshoptimizer v1.0
Mesh optimization library that makes meshes smaller and faster to render
meshoptimizer.org
December 8, 2025 at 4:56 PM
Do I know anyone in Poland who will be there next week and wants to get tea or whatever people drink there and chat? Schedule not too flexible but I might be in the right city at the right time :) DM me!
November 7, 2025 at 2:16 PM
Is anyone still using DirectXMesh library? If so, why?
October 10, 2025 at 8:06 PM
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...
September 30, 2025 at 5:40 PM
Unlike Vulkan, DX12 doesn't support loading 8-bit types from byte address buffers; this seems like it would be a problem for working with 8-bit triangle indices, but don't worry, you can just
September 23, 2025 at 1:43 AM
September 13, 2025 at 4:33 PM
Reposted by Arseny Kapoulkine
Profile.
September 11, 2025 at 7:29 AM
Spent some time resurrecting niagara from 2018 to test some NV_mesh_shader stuff. This was fun!

- The code almost compiles and runs... needed a couple SPIRV fixes to align with latest Vulkan SDK for some reason.
- This was using meshoptimizer v0.9 (17 versions ago!)
- Update to v0.25 needed a...
August 26, 2025 at 3:45 AM
Upcoming niagara stream!

Tomorrow (Saturday, Aug 23) at 11 AM PST (6 PM GMT), we will talk about and work on simplifying Vulkan synchronization code, following recent developments in the ecosystem like unified layouts.

youtube.com/live/0rqWe1M...
niagara: Simplifying synchronization
YouTube video by Arseny Kapoulkine
youtube.com
August 22, 2025 at 4:36 PM
While it's quite silly to literally run the simplifier every frame on the UI thread in the browser, it's fun to see that it can indeed work at 60 FPS!
August 21, 2025 at 6:43 PM
Reposted by Arseny Kapoulkine
BREAKING: Silksong will be out on September 4. Two weeks from today. Really.

Often, games that take 7+ years to make are plagued by mismanagement and painful burnout. But for Silksong? Team Cherry was having a blast. They still are.

This is their story: www.bloomberg.com/news/newslet...
Why ‘Silksong’ Took Seven Years to Make
The highly anticipated indie game has been in production for so long that it’s become an internet meme
www.bloomberg.com
August 21, 2025 at 2:35 PM
@akien.bsky.social Any sense as to the timeline of 4.5 release? Did not expect 2 months of betas 😅
August 21, 2025 at 4:50 AM
now I can finally relax a little 😩
August 20, 2025 at 9:49 PM
meshoptimizer v0.25 is out! Featuring new simplification function that optimizes positions and attributes for appearance, experimental permissive mode to simplify faceted regions with selective seam preservation, regularization option for improved tessellation quality and deformation, multiple ...
August 20, 2025 at 3:56 PM
Strange combination of inspired and tired after SIGGRAPH.
August 16, 2025 at 4:01 PM
August 11, 2025 at 3:23 PM
Reposted by Arseny Kapoulkine
my UEToolbox plugin now has support for Parametric StaticMesh Assets. And it now full source is on FAB, and the code is on Github, too. And also unfortunately I have to move on to other projects :( Wrote a big ol' blog post about it all here: www.gradientspace.com/tutorials/20...
UE Toolbox Update - Parametric Assets, Open Source, and Hiatus — gradientspace
UE Toolbox has been updated with a powerful new feature - Parametric Static Mesh Asses. The FAB version has full source now, and you can also find it on Github. But, unfortunately, I also will be shel...
www.gradientspace.com
August 7, 2025 at 3:28 PM
neat
August 1, 2025 at 11:59 PM