Daniel Quach
danielquach.bsky.social
Daniel Quach
@danielquach.bsky.social
Senior Graphics Programmer on Subnautica 2 @ unknownworlds.bsky.social - Previously Suicide Squad: Kill The Justice League, Just Cause 4, Ghost Recon: Wildlands, Pix the Cat 🇬🇧/🇫🇷
Reposted by Daniel Quach
I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.

(And yes it's really been 10 years 👴).

therealmjp.github.io/posts/ten-ye...
Ten Years of D3D12
For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...
therealmjp.github.io
September 8, 2025 at 12:49 AM
Reposted by Daniel Quach
On July 8th, you’ll be able to carry the entire ocean in your pocket 🌊

Subnautica is coming to iOS and Android! Pre-order and pre-register today ⬇️

🍎: apps.apple.com/us/app/subna...
🤖: play.google.com/store/apps/d...

🎞️: www.youtube.com/watch?v=YL6H...
Subnautica - Mobile Pre-Order Trailer (iOS & Android)
YouTube video by Subnautica
www.youtube.com
May 27, 2025 at 1:00 PM
Reposted by Daniel Quach
Welcome Aboard, Captain! 🫡

We’re kicking off the Road to Subnautica 2 Early Access with our first Dev Vlog, as well as an exciting sneak-peek at some early game footage ⬇️

🎞️: youtu.be/i8oqrucfXQo

#Subnautica #Subnautica2
Subnautica 2 Dev Vlog - Road to Early Access
YouTube video by Subnautica
youtu.be
April 23, 2025 at 4:01 PM
Reposted by Daniel Quach
Everyone already probably knows about this but I just found it for the first time and wow, what an incredible resource: www.redblobgames.com/grids/hexago...
#gamedev #indiedev
Red Blob Games: Hexagonal Grids
Amit's guide to math, algorithms, and code for hexagonal grids
www.redblobgames.com
April 12, 2025 at 7:33 PM
Reposted by Daniel Quach
"Combining OIT and volumetric fog"
myt.playmorepromode.com/blog/oit_vol...
February 13, 2025 at 1:57 PM
Reposted by Daniel Quach
A new friend just dropped in to help celebrate Subnautica's 7th birthday today! 🥳🎂
January 23, 2025 at 7:01 PM
Reposted by Daniel Quach
Calling my peoples! I got tired of journalists repeating the SPUs were difficult without understanding what it means, so I set out to create an easy to understand resource that covers the main issues. Please let me know if I am missing anything you'd want covered
www.maisonikkoku.com/2024/12/07/s...
Stop Saying The SPUs Were Difficult To Program – okibariyasu
Rainy days always remind me of summers at my grandmother’s farm in the Catskills, spending lazy days floating on the lake, laptop in hand, pipelining SPU asm loops until there were no more empty slots in the schedule to fill. Those days were pretty great. But do you know what’s not so great? Journalists blindly repeating the SPUs were difficult to program without any real understanding of the nuanced details. Not cool.In this post I am going to attempt to give a Fair And Balanced1, unbiased2, and nuanced (笑) description of what people usually mean when they complain about various aspects of the SPUs. The goal is to keep it nontechnical enough for humans to understand, while providing enough details to capture nuance beyond the usual generalisations. I will fail at both goals As always, this post is constantly changing as I get ideas/feedback from the Smart Kidz. Please feel free to share this with a games journalist you love!
maisonikkoku.com
December 7, 2024 at 12:18 PM
Reposted by Daniel Quach
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 Daniel Quach
I wrote a new article, this time exploring a bit how some games handle refraction.
I discovered quite a few interesting tricks !
www.froyok.fr/blog/2024-12...

#gamedev #rendering
Refracting Pixels | Froyok - Léna Piquet
What started this article is that I wanted to support refraction in my realtime game engine (which you can learn more about here). I didn't find a lot of clear documentation on the subject, so I went ...
www.froyok.fr
December 3, 2024 at 7:30 PM
Reposted by Daniel Quach
Hello Bluesky! 👋

With the end of the year approaching, I’ve decided that 2025 will be my freelancing year! 🎉

#opentowork #webdev #gamedev

More info about me below! 👇

(Repost always appreciated, and yes, the picture of my cat is here to grab your attention. 🐱)
November 15, 2024 at 4:52 PM
Reposted by Daniel Quach
I feel the need to shout out this awesome D3D12 feature table that a few people from the DirectX discord put together: d3d12infodb.boolka.dev/FeatureTable...
November 18, 2024 at 2:23 AM
Reposted by Daniel Quach
It's been a long time, how about a graphics study ?
I'm going to look at Forspoken.

(I wanted to look at it exactly because it had a good art direction that wasn't quite delivered on the final image)
October 29, 2024 at 2:38 PM
Reposted by Daniel Quach
Let's fill the timeline here as well:

A few months ago I released Asset Cooker, a build system aimed at game assets, with a UI.

It is using the USN journals from Windows to robustly keep track of file changes, and only cook what needs to be cooked.

github.com/jlaumon/Asse...
GitHub - jlaumon/AssetCooker: Asset Cooker is a build system aimed at game assets, for custom engines. It leverages Windows' USN journals to robustly track which files change, and only cook what needs...
Asset Cooker is a build system aimed at game assets, for custom engines. It leverages Windows' USN journals to robustly track which files change, and only cook what needs to be cooked. - GitHu...
github.com
October 20, 2024 at 1:24 PM