Jeslas Pravin
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jeslas.bsky.social
Jeslas Pravin
@jeslas.bsky.social
Mostly post about topics related to Graphics and Game engines 🤗
Currently writing d3d driver for arm mali GPU. Opinions are my own.
Reposted by Jeslas Pravin
New blog site (with RSS!), and

UPDATE ON MESH CONTOURS! I've rewrote that whole part of my star blog article on how to render lines for games, by adding my own PhD work that makes it now possible in realtime!

Read it AGAIN!
panthavma.com/articles/lin...
October 18, 2025 at 3:11 PM
Reposted by Jeslas Pravin
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 Jeslas Pravin
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 Jeslas Pravin
Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024:

www.youtube.com/watch?v=jusW...

It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.
Rendering Tiny Glades With Entirely Too Much Ray Marching
YouTube video by Graphics Programming Conference
www.youtube.com
December 5, 2024 at 2:19 AM
Reposted by Jeslas Pravin
Today I discovered that MSVC has a new (undocumented?) options in MSVC to make force inline work in debug (/Od).

It's called /d2Obforceinline

Source: developercommunity.visualstudio.com/t/__forceinl...
Developer Community
Developer Community
developercommunity.visualstudio.com
December 3, 2024 at 8:01 PM
Reposted by Jeslas Pravin
Vulkan 1.4 released today. Many features integrated into core and mandated to build out the functionality that developers can rely on cross-platform. It may look easy(?), but the Vulkan Working Group has significantly upped its roadmap planning game to align multiple silicon vendors to enable this.
December 2, 2024 at 6:55 PM
Reposted by Jeslas Pravin
November 23, 2024 at 6:14 AM
Reposted by Jeslas Pravin
A few years ago I wrote about how to create good manipulators for a 3d editor. I chose an immediate mode design, so that manipulators graphics is generated per frame and can animate and react to the user actions.

maxliani.wordpress.com/2021/06/29/o...
Offline to Realtime: Manipulators
In my new system design I allow to draw anything and give free range of what a manipulator may be and how it may behave. The infrastructure in Gesture::Input and Gesture::Graphics comes together to…
maxliani.wordpress.com
November 17, 2024 at 9:25 PM
Reposted by Jeslas Pravin
Hey internet.
I’m making an engine and there is one area where I have little to no knowledge: Audio.
My question is: is there some place I can get up to speed on the modern way of doing this ? (the gpu-driven mesh shader of audio if you will).
November 17, 2024 at 8:32 PM
Just now joined here, here is my latest post in other platforms.

Last week removed the legacy renderer and application from my hobby game engine. The new renderer is in good enough place for me to move to other parts of game engine like audio and physics.
November 17, 2024 at 10:49 AM