Antonio Caggiano
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antoniocaggiano.eu
Antonio Caggiano
@antoniocaggiano.eu
Senior Graphics Engineer @ LunarG, musician, deeply in love with science, arts and literature.
Pinned
Godot GDScript ambient occlusion demo accelerated with the Vulkan raytracing pipeline.

Fun has just begun!
Reposted by Antonio Caggiano
New smooth clouds timelapse from the ground 🥰

#indiedev #gamedev #indiegames #screenshotsaturday
October 4, 2025 at 10:34 AM
Reposted by Antonio Caggiano
couple days late but, happy 1 month birthday block game! what a difference a month of development makes

#EniBlockGame #GameDev #ProcGen #PixelArt 🎮
October 1, 2025 at 6:58 PM
Reposted by Antonio Caggiano
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
Reposted by Antonio Caggiano
Bevy 0.17 is out now! It features Raytracing, Improved Observers / Events, UI Widgets, Rust Hotpatching, Light Textures, DLSS, Tilemap Chunks, Web Assets, Reflect Auto-Registration, UI Gradients, Raymarched Atmosphere, Virtual Geometry BVH Culling, and more!

bevy.org/news/bevy-0-17
Bevy 0.17
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
bevy.org
September 30, 2025 at 7:41 PM
Reposted by Antonio Caggiano
a reminder that I'm still looking for work if anyone needs an engineer specialized in UI and 3D/graphics 👀

I did some pretty amazing (NDA) stuff at PlayStation, and my personal open source work is forward thinking too 🧠🔮✨
April 29, 2025 at 6:29 PM
Reposted by Antonio Caggiano
March 10, 2025 at 1:07 PM
Reposted by Antonio Caggiano
🫣
March 8, 2025 at 11:45 PM
Reposted by Antonio Caggiano
Introduction to Computer Graphics course notes touching upon topics such as rasterisation, PBR, raytracing, image and geometry processing and fluid simulation perso.liris.cnrs.fr/nicolas.bonn...
perso.liris.cnrs.fr
January 29, 2025 at 8:53 PM
Reposted by Antonio Caggiano
Our game from the Global Game Jam 2025, made with the help of @cominu.bsky.social and the power of the nCine! 💪

globalgamejam.org/games/2025/p...
January 28, 2025 at 12:24 AM
Reposted by Antonio Caggiano
TinyBVH has been updated to 1.2.5 on main. New:
TLAS/BLAS construction and traversal, for single and double precision BVHs, and including a brand new GPU demo: See the attached real-time footage, captured at 1280x720 on an NVIDIA 2070 laptop GPU.
#RTXoff
github.com/jbikker/tiny...
January 16, 2025 at 1:27 PM
Reposted by Antonio Caggiano
Godot's resource UID system is changing to better support scripts and shaders. Find out everything you need to know in our blog:

#GodotEngine
godotengine.org/article/uid-...
UID changes coming to Godot 4.4
Godot's resource UID system is changing to better support scripts and shaders. Read on to know what's required on your part to fully benefit from it.
godotengine.org
January 15, 2025 at 10:45 AM
Smooth normals implemented over the weekend. 🤓
January 5, 2025 at 2:12 PM
@gameengines.bsky.social
I would like Godot please!
January 2, 2025 at 11:24 AM
Godot GDScript ambient occlusion demo accelerated with the Vulkan raytracing pipeline.

Fun has just begun!
December 31, 2024 at 5:21 PM
I figured it out! Godot compresses some geometries when importing Sponza, so some positions are packed into rgba16.

I am not sure whether Vulkan acceleration structure building supports that so, sorry, do not compress please.
December 29, 2024 at 2:52 PM
Improving my #Godot GDScript #Vulkan raytracing demo, I finally managed to fix some validation errors and visualize normals properly. Some geometries are missing though. 🤔
December 28, 2024 at 3:52 PM
Reposted by Antonio Caggiano
A collage of different test scenes I used in my raytracer. Gotta admit I'm quite happy with it 🥰
December 25, 2024 at 2:49 PM
Reposted by Antonio Caggiano
The tinybvh sample wavefront path tracer now supports specular materials. :) Never stops being amazing, just look at those caustics on the floor that appeared out of nowhere. Path tracing is such a cool toy.
December 20, 2024 at 12:17 PM
My contribution to Godot! 🥳
(not raytracing.. yet!)
github.com/godotengine/...
Convert resource usage to string by Fahien · Pull Request #100399 · godotengine/godot
Improve error message by converting resource usage values to a human-readable string.
github.com
December 20, 2024 at 11:53 AM
Reposted by Antonio Caggiano
I'm late for ~7 months, but I've finally published my C++ & WebGPU raytracer on GitHub! I've tried to keep the code fairly commented and readable.

It works pretty well, but I've never managed to make refractions work with VNDF. Maybe another time :)

github.com/lisyarus/web...
December 18, 2024 at 1:18 PM
Reposted by Antonio Caggiano
Brand new Lua API documentation for the nCine, my open source and cross-platform 2D game framework: ncine.github.io/docs/lua_mas...

#gamedev #gamenginedev #lua #opensource #FOSS
nCine documentation
ncine.github.io
December 18, 2024 at 3:00 AM
Reposted by Antonio Caggiano
tinybvh has been updated to 1.1.1 on the main branch. This makes the new, simplified API the default. For basic use, nothing changes:

BVH bvh;
bvh.Build( myVerts, triCount );
bvh.Intersect( ray );

Link to repo: github.com/jbikker/tiny...

(1/3)
GitHub - jbikker/tinybvh: Single-header BVH construction and traversal library.
Single-header BVH construction and traversal library. - jbikker/tinybvh
github.com
December 17, 2024 at 8:56 AM
Reposted by Antonio Caggiano
In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same.

The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
December 5, 2024 at 10:12 PM
Reposted by Antonio Caggiano
Double post weekend! A hello world walkthrough for those of you looking to make GPUs/games/graphics hardware with FPGAs

fpga.maisonikkoku.com/2024/12/15/h...
HELLO WORLD – FPGA GPU and Retro Console Blog
fpga.maisonikkoku.com
December 15, 2024 at 9:29 AM
🌋 Vulkan raytracing is getting closer
github.com/godotengine/...
December 13, 2024 at 11:52 AM