Fun has just begun!
#EniBlockGame #GameDev #ProcGen #PixelArt 🎮
#EniBlockGame #GameDev #ProcGen #PixelArt 🎮
zeux.io/2025/09/30/b...
zeux.io/2025/09/30/b...
bevy.org/news/bevy-0-17
bevy.org/news/bevy-0-17
I did some pretty amazing (NDA) stuff at PlayStation, and my personal open source work is forward thinking too 🧠🔮✨
I did some pretty amazing (NDA) stuff at PlayStation, and my personal open source work is forward thinking too 🧠🔮✨
globalgamejam.org/games/2025/p...
globalgamejam.org/games/2025/p...
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...
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...
#GodotEngine
godotengine.org/article/uid-...
#GodotEngine
godotengine.org/article/uid-...
I would like Godot please!
I would like Godot please!
Fun has just begun!
Fun has just begun!
I am not sure whether Vulkan acceleration structure building supports that so, sorry, do not compress please.
I am not sure whether Vulkan acceleration structure building supports that so, sorry, do not compress please.
It works pretty well, but I've never managed to make refractions work with VNDF. Maybe another time :)
github.com/lisyarus/web...
It works pretty well, but I've never managed to make refractions work with VNDF. Maybe another time :)
github.com/lisyarus/web...
#gamedev #gamenginedev #lua #opensource #FOSS
#gamedev #gamenginedev #lua #opensource #FOSS
BVH bvh;
bvh.Build( myVerts, triCount );
bvh.Intersect( ray );
Link to repo: github.com/jbikker/tiny...
(1/3)
BVH bvh;
bvh.Build( myVerts, triCount );
bvh.Intersect( ray );
Link to repo: github.com/jbikker/tiny...
(1/3)
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.
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.
fpga.maisonikkoku.com/2024/12/15/h...
fpga.maisonikkoku.com/2024/12/15/h...
github.com/godotengine/...
github.com/godotengine/...