George Bolba 🔜GPC 2025
banner
gikster.bsky.social
George Bolba 🔜GPC 2025
@gikster.bsky.social
- 3rd Year Graphics Programmer @BUas
- Blog/Portfolio: gikster.dev
- Currently working on my personal Vulkan renderer
- Massive Star Wars nerd
- 20, he/him
- From 🇷🇴
Started working on a Vulkan renderer last November but I didn't have much time to work on it due to school. I made good progress lately so I thought I'd share my progress on here since I've been "absent" for a while. I got Sponza running at ~3ms @1080p. 1 Dir Light and IBL, nothing too fancy 😄
July 25, 2025 at 10:24 PM
Foam has been added and that concludes the programming work for this project, as this is the last week. There is a chance that I can take this project over into the next one, where together with a bunch of other Programmers we will develop a specific genre game engine. Looking forward to it 😁
January 21, 2025 at 6:14 PM
A small update on my Water Rendering journey. I've been busy with shading and researching how I can go from Oceans to Rivers with the integration of flow maps. I don't think I will have enough time to move to Rivers due to time constraints for the project, so I will stick to Oceans for now :P
January 15, 2025 at 11:17 AM
I'm a bit late, but happy new year everyone! To celebrate another full rotation around the sun, enjoy this meme:
January 1, 2025 at 10:56 PM
I've been silent for a while, mainly because I didn't have anything interesting to show. I was busy the last couple of days implementing the Tessendorf Model for Ocean Rendering. Massive thanks to @acerola.gg for his videos which helped me a lot! Here's a video of my implementation:
December 18, 2024 at 8:04 PM
Engine update time! #graphics #vulkan
- Implemented uniform buffer objects
- Learned about descriptor sets, layouts and pools
- Textured quad
- Name still hasn't changed due to lack of a better name🫠
November 16, 2024 at 5:19 PM
A bit of an update on my Vulkan Engine:
- I named it "Molten" (turns out there is a library already called moltenvk 😡)
- Made some abstractions the other day so I don't stare at 1k lines of code in one file
- Got Vertex Buffers up and running today
- The repo is public. Feel free to give feedback!
November 10, 2024 at 11:27 AM
Turns out that 2 major events happened today... First, Trump wins the election unexpectedly, and then the more important one is that I finally managed to get a triangle on screen in my first Vulkan project. Only took ~900 lines of code 😅
November 6, 2024 at 8:37 PM
"And so... it begins..."
- some guy in a movie, probably

First time trying Vulkan. If you have any tips for a Vulkan noob, lemme know :)
November 2, 2024 at 10:20 PM
Also, obligatory Lightsaber render:
November 1, 2024 at 12:03 AM
Now using a different Environment Map:
November 1, 2024 at 12:00 AM
Finally managed to get IBL implemented. Granted, without the pre-filtering steps. I ran into this issue where the BRDF LUT was creating some artifacts on the Damaged Helmet. I then decided to take a less "correct" approach and not use the pre-filtered BRDF in the Specular calculation. Here it is:
October 31, 2024 at 11:59 PM
Going into the final week of the first project of Year 2, I thought I should share what I've been working on. I've been making a PBR renderer for the first time, with the target platform being the PS5. Obviously, I am still lacking IBL so that's what I will be working on this week :)
October 28, 2024 at 8:49 AM
Ever since I was a kid I thought the Knights Templar were cool. A couple of weeks ago I decided I wanted to get more educated on the topic so I ordered a book. Today, it has finally arrived 😄
October 26, 2024 at 12:39 PM
I like this one more
October 26, 2024 at 11:15 AM