Aksel Hjerpbakk
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avokadoen.bsky.social
Aksel Hjerpbakk
@avokadoen.bsky.social
(He/Him)

Graphics Software Engineer at Arm

All views my own.
https://mastodon.gamedev.place/@avokado

Reposted by Aksel Hjerpbakk
Graphics Programming weekly - Issue 375 - January 19th, 2025 www.jendrikillner.com/post/graphic...
January 22, 2025 at 1:56 PM
Reposted by Aksel Hjerpbakk
Spawning 100000 shovels for no reason (I'm glad the engine handles that smoothly though)

#indiedev
January 13, 2025 at 9:24 PM
Reposted by Aksel Hjerpbakk
If Caves of Qud has taught me anything it's that the quickest path to gaining immeasurable power is donating books to your local library.
January 6, 2025 at 7:31 PM
Reposted by Aksel Hjerpbakk
The #Vulkan Hardware Capability Viewer and database now fully support @vulkan.org Vulkan 1.4. Downloads for the client application are available for Windows, Linux, Android and Mac.

Download at: vulkan.gpuinfo.org/download.php

More info at: www.saschawillems.de/blog/2024/12...
December 6, 2024 at 11:33 AM
Reposted by Aksel Hjerpbakk
I increased the lod loading distance to get a better look from afar.

I really like how the first area looks, near the player, maybe a bit too much but still cool, the mountainside looks kinda crappy but I can live with that, the high hills: also cool but too much.

#procgen
November 30, 2024 at 9:10 PM
Reposted by Aksel Hjerpbakk
This took quite some time to make. So here it is: GPU driven rendering in AnKi. Will be covering: GPU persistent data, GPU occlusion, mesh shaders and more www.youtube.com/watch?v=QNN3...
GPU driven rendering in AnKi 3D Engine
YouTube video by Panagiotis Christopoulos Charitos
www.youtube.com
November 21, 2024 at 11:54 AM
A great article about a new #hardware feature in #Arm 's mali #GPU written by one of my colleagues :)

community.arm.com/arm-communit...
Hidden Surface Removal In Immortalis-G925: The Fragment Prepass
Arm's Immortalis and Mali GPUs are energy efficient. In this blog post fragment pre-pass for Arm GPUs is discussed with Immortalis-G925, Mali-G725 & Mali-G625.
community.arm.com
November 29, 2024 at 8:13 AM
Reposted by Aksel Hjerpbakk
If a game engine actively tries to use its market position to drive its users out of business MORE THAN ONCE, then maybe it’s time to stop using it.

Unity has already shown us what they’re willing to do to make extra cash. I have no idea why anyone would believe they will not try again.
So Unity recently decided that the tiny startup I dayjob for needed to upgrade to Industry at 5k/year/seat. We had no chance to contest it because they would have killed our only product. They even threatened people we worked with in the past with the same.

It's not just us.

DO NOT USE UNITY!
From the Unity3D community on Reddit: Unity accounts suspended after releasing our indie game on Steam
Explore this post and more from the Unity3D community
www.reddit.com
November 27, 2024 at 6:45 AM
Simple playground for toying with the new GPU work graphs 👀
gpuopen.com/learn/work-g...
Work Graph Playground: a learning framework for GPU Work Graphs
Read about our latest sample for D3D12 GPU Work Graphs. We're making Work Graphs more accessible with a tutorial framework.
gpuopen.com
November 12, 2024 at 11:39 AM
Reposted by Aksel Hjerpbakk
For those looking forward to spatial splits in tiny_bvh.h: This has now been added, version has been bumped to 0.5.0.
Spatial splits significantly reduce the cost of ray queries in a BVH (by about 25%).
An SBVH can still be optimized further with the BVH-post-optimizer.
github.com/jbikker/tiny...
GitHub - jbikker/tinybvh: Single-header BVH construction and traversal library.
Single-header BVH construction and traversal library. - jbikker/tinybvh
github.com
November 11, 2024 at 11:51 AM
Reposted by Aksel Hjerpbakk
Zelensky:

“We are not ready to give our freedom to this fucking terrorist Putin. That’s it. That’s why we are fighting.”
November 10, 2024 at 1:40 PM
Reposted by Aksel Hjerpbakk
Graphics Programming weekly - Issue 363 - October 27th, 2024 www.jendrikillner.com/post/graphic...
October 30, 2024 at 1:59 PM
Reposted by Aksel Hjerpbakk
October 21, 2024 at 6:23 PM