Daniel Assunção
danibma.bsky.social
Daniel Assunção
@danibma.bsky.social
Engine Programmer @Realmforge Studios
Reposted by Daniel Assunção
I have a new article! It took a long time but I think it was worth it, hopefully you'll enjoy it too. www.elopezr.com/the-art-of-p...

Many thanks to @vassilis3d.bsky.social, @mokarakaya.bsky.social
and @angelortiz.bsky.social‬ for the help and encouragement
The Art Of Packing Data
The packing of data is good practice for many reasons, including disk space and efficient RAM or cache access. If we know the meaning of data we can often narrow down the range and precision, makin…
www.elopezr.com
June 16, 2025 at 6:42 PM
Reposted by Daniel Assunção
This is a great thread @hillsguy.bsky.social, I'll add a bit more context here for anyone interested.

Yes there's no fancy sim - it just uses a water interaction buffer as a target for the particle system rendering, so we could use the power of particle system we already have.
Decided to check out how water is rendered in Counter-Strike 2.

Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
June 13, 2025 at 9:06 PM
Reposted by Daniel Assunção
Quick behind the scenes of our latest PC demo production, here’s the node graph for the part from 02:14 to 03:00: youtu.be/W7Om9rf0qKc?... Might print out more graphs from other scenes if there’s some interest:)
May 23, 2025 at 5:59 PM
Reposted by Daniel Assunção
I've written a blog post about my recent WebGPU particle life simulation adventures! It presents the formulas used for the model & explains how it works under the hood: lisyarus.github.io/blog/posts/p...

Below is a gallery of random systems I've found (links to them are in the article) 👇
Particle Life simulation in browser using WebGPU
lisyarus.github.io
May 19, 2025 at 4:14 PM
Reposted by Daniel Assunção
My beginner-level tech talk covering getting up and running with Slang AND Gaussian splatting is tomorrow! Join me here: shader-slang.org/event/2025/0...
Getting Started with Slang: Draw Your First Splat
shader-slang.org
May 19, 2025 at 4:48 PM
Reposted by Daniel Assunção
I've been making video games in some form for 20 years, so I wrote an article about my process - and why I don't use an engine.

noelberry.ca/posts/making...
Making Video Games in 2025 (without an engine)
Thoughts, tools, and libraries I use to make games
noelberry.ca
May 19, 2025 at 5:26 PM
Reposted by Daniel Assunção
Graphics Programming weekly - Issue 392 - May 18th, 2025 www.jendrikillner.com/post/graphic...
May 19, 2025 at 5:15 PM
Reposted by Daniel Assunção
I recently started tinkering with mesh shaders in my toy engine to get a feel for what is involved in adding support for them and potential performance improvement opportunities and wrote a blog post detailing my findings. interplayoflight.wordpress.com/2025/05/05/m...
Meshlets and Mesh Shaders
Mesh shaders, introduced back in 2018 as an NVidia Turing and later as an AMD RDNA2 feature, is an evolution of the geometry pipeline which removes a number of fixed function units like the Input A…
interplayoflight.wordpress.com
May 5, 2025 at 5:33 PM
Reposted by Daniel Assunção
Graphics Programming weekly - Issue 389 - April 27th, 2025 www.jendrikillner.com/post/graphic...
April 28, 2025 at 1:16 PM
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Graphics Programming weekly - Issue 388 - April 20th, 2025 www.jendrikillner.com/post/graphic...
April 22, 2025 at 1:33 PM
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HOLY SHIT! This might be the coolest thing ever.
April 17, 2025 at 8:10 AM
Reposted by Daniel Assunção
Hopefully an interesting overview of what's going on inside your (admittedly quite x86like) CPU. More in depth than my Computerphile videos anyway :)
April 16, 2025 at 7:23 PM
Reposted by Daniel Assunção
In today's new blog post, I try to provide some intuition and clear up some misconceptions about early Z cull behavior on desktop GPUs. Have a read if that interests you!
therealmjp.github.io/posts/to-ear...
To Early-Z, or Not To Early-Z
Depth In The Logical Rendering Pipeline Where Does Early-Z Fit In? When Does Early-Z Have To Be Disabled? Discard/Alpha Test Pixel Shader Depth Export UAVs/Storage Textures/Storage Buffers Forcing Ear...
therealmjp.github.io
April 14, 2025 at 12:52 AM
Reposted by Daniel Assunção
GDC2025 presentations have appeared on GDC Vault: gdcvault.com/browse/gdc-25
GDC Vault
gdcvault.com
April 12, 2025 at 4:03 PM
Reposted by Daniel Assunção
NEW Tutorial on Reading Math Papers!
mini.gmshaders.com/p/readingmath
An overview of mathematics for programmers.
Demystifying the fancy math symbols so you can use equations from more sources!
April 10, 2025 at 1:25 AM
Reposted by Daniel Assunção
Graphics Programming weekly - Issue 386 - April 6th, 2025 www.jendrikillner.com/post/graphic...
April 7, 2025 at 2:03 PM
Reposted by Daniel Assunção
Tired of debugging optimized code with missing variables and inlined functions?

@visualstudio.com preview now has Dynamic Debugging which automatically unoptimizes functions you step into while debugging 👀

Available in UE 5.6, or with a simple cherry pick:
devblogs.microsoft.com/cppblog/cpp-...
C++ Dynamic Debugging: Full Debuggability for Optimized Builds - C++ Team Blog
Over the past 5 years, we’ve had many incredible opportunities to engage with game developers. From AAA studios to indie developers, the passion for slashing iteration times is significant. Amidst all...
devblogs.microsoft.com
March 25, 2025 at 8:45 AM
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Graphics Programming weekly - Issue 383 - March 16th, 2025 www.jendrikillner.com/post/graphic...
March 17, 2025 at 3:43 PM
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Graphics Programming weekly - Issue 380 - February 23rd, 2025 www.jendrikillner.com/post/graphic...
February 24, 2025 at 2:40 PM
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February 22, 2025 at 10:36 AM
Reposted by Daniel Assunção
With a busy week ahead, DF Direct Weekly #202 goes public a day earlier, talking about GTA 5's upcoming PC/RT enhancements, a chaotic 5070 Ti launch, new Cyberpunk 2 details, and Microsoft's generative AI gaming demos: youtu.be/YpYjWxwHv4U
February 23, 2025 at 2:59 PM
Reposted by Daniel Assunção
TinyBVH 1.3.8 is now available on the main branch. This is a maintenance release, which restores most of the NEON functionality by @wuyakuma:
* A fast binned SAH BVH builder, on par with the AVX builder;
* Fast traversal kernels for the BVH4_CPU layout.
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
February 20, 2025 at 9:23 AM
Reposted by Daniel Assunção
Graphics Programming weekly - Issue 379 - February 16th, 2025 www.jendrikillner.com/post/graphic...
February 17, 2025 at 2:27 PM
Reposted by Daniel Assunção
Yaay, it works! Smth like radiosity GI, but on voxels. In essence I spawn 4 surfels in corners of each visible face, and run real-time MC irradiance integration on them assuming diffuse materials.

A lot can be done to improve convergence, but it's already fun to play with 🤩
February 17, 2025 at 6:44 PM
Reposted by Daniel Assunção
Hello you fine Internet folks,

Today's article is on Intel's Battlemage Architecture found in the B580 dGPU and what improvements have been made compared to the last generation Alchemist architecture.

Hope y'all enjoy!

open.substack.com/pub/chipsand...

old.chipsandcheese.com/2025/02/10/i...
Intel’s Battlemage Architecture
Intel’s Alchemist architecture gave the company a foot in the door to the high performance graphics segment.
open.substack.com
February 11, 2025 at 7:29 AM