Simon Moos
simonmoos.bsky.social
Simon Moos
@simonmoos.bsky.social
Graphics & engine programming at Hello Games on #NoMansSky. All views are my own.

http://simon-moos.com
https://twitter.com/SimonMoos
The threaded shader debugging is a very welcome feature, thank you!
November 6, 2025 at 7:36 AM
With compute skinning & ray tracing in mind, having the indirection makes life much easier, so I’m probably going to change over to that soon. I’ll try to remember to take some measurements as do!
May 9, 2025 at 12:04 AM
Thanks for the article! In my engine I’ve always created separate vertex buffers for the meshlet data, so I don’t need to do the vertex indirection at runtime. There are plenty of problems with this though.. Have you experimented with the cost of doing the indirection vs doing it directly?
May 8, 2025 at 11:58 PM
Oh amazing, thank you for getting releases working! I was hoping binary releases were on the way, so I can more easily integrate it into my engine. It’s already part of my pipeline but with some manual steps :)
April 19, 2025 at 10:35 PM
Make that 4! RenderDoc is my main image viewer for anything that isn’t like png or jpg.
December 21, 2024 at 9:06 PM
A lot of that code is trying to support assets not made for games, like non-triangle meshes & potentially also subdivision surface meshes, so there's a lot of noise from that.
December 1, 2024 at 6:21 PM
In case it may be interesting to you, here's the result of me working through the same kind of things for my engine a year ago: github.com/Shimmen/Arko.... Might be useful, but there's also a lot of bad/WIP stuff there :)
github.com
December 1, 2024 at 6:20 PM
What about UsdLux, UsdSkel, UsdShade, etc.?
December 1, 2024 at 6:12 PM
I’m a big fan of OpenUSD, but I think the C++ library really is an obstacle to wider adoption in the games industry. It’s pretty clear that Python is the preferred way to interact with USD.
November 28, 2024 at 7:22 AM
In other words, I agree with your sentiment! I have some mixed opinions on AI art, but arguing if it’s real art or not is not very fruitful, just like it never has been.
November 21, 2024 at 7:33 PM
My grandfather was a traditional artist, and had a very strict definition of art. From his POV art was dying, and he’s not wrong given his definition. I tried to explain how many 1000s of people are paid to make art for games, moves & Etsy etc., but I don’t think he really thought of that as art
November 21, 2024 at 7:33 PM
Here's a direct before/after bent normals comparison. It's a pretty subtle change, but I think it makes a really big difference when it comes to overall realism.
November 20, 2024 at 9:41 PM
And here with some varying lighting!

The head asset is the LPS Head from casual-effects.com/data/ by @morgan3d.bsky.social
November 20, 2024 at 9:38 PM