Bernat Muñoz
@shashclpGrumpy programmer. Demoscener. I (try to) make machines produce faster and more beautiful pixels
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Preface: Undiscovered World tech demo is available now for free. Explore the engine. Download on Steam: steam.pp.studio/Preface
Interview with @TellowKrinkle about their work on PSCX2. Super interesting about various PS2 hw quirks and emulation challenges. softwareengineeringdaily.com/2024/11/13/pla… #ps2 #emulation
In our latest dev blog, Technical Artist Michael van den Berg explores the unique techniques that our small team have developed to achieve believable forests: playerunknownproductions.net/news/creating-…
Not sure how I missed that brilliant @aras_p blog post. interesting points about over-abstracting and the "zero cost abstraction myth": aras-p.info/blog/2024/09/1…
✨One Week To Release✨ 🔥Galaia release is around the corner! A 4+ years in the making, solo-developed*, passion project that will finally see the light of day 🥹 ➡️If you like pew-pew and secrets, and have $4.50 to spare, consider Wishlisting! ❤️RTs incredibly appreciated!
We're happy to announce the Agility SDK 1.614.0, with support for R9G9B9E5 textures in render targets and UAVs. For more info, check out our release blog: devblogs.microsoft.com/directx/agilit…
elopezr.com/life-and-death… The Life and Death of a Graphics Programmer
The source code to Descent 3 was just released on GitHub! github.com/kevinbentley/D…
We're organizing a graphics programming conference in Europe: graphicsprogrammingconference.nl Less flying, more talking for us Europeans! If you're interested in speaking, sponsoring, or have questions, DM me or email the contact provided there. Retweets appreciated!
After 4 years of solo-dev rollercoaster... 😭 ✨Galaia is coming to Steam later this year!✨ ❤️Cute and fun action rogue-lite 💀Full of secrets and collectibles 🌺Beautiful fantasy setting 🤑Price of 4.99€ 🎮Steam Deck Compatible 🙏RTs & Wishlists incredibly appreciated! 😍
At PP, we're working hard to become a studio where it's safe to dream big, take risks & explore the unknown 🔎 While this doesn't happen overnight, thanks to the hard work, commitment & passion of our team, it's taking shape each and every day 🙌 1/
Hey, I recognize that planet rendering system :D (look at that beautiful inter-planet/moon soft shadowing, and smooth edge). Source Eurogamer/Ubisoft (eurogamer.net/avatar-frontie…)
Tomorrow 'Avatar: Frontiers of Pandora' launches, a game that I spent a long time working on, from its inception to when I left Massive roughly 4 years ago. Happy to see that I'm credited too, and look forward to playing it :)
Into the Shadows engine was written in Pascal talonbrave.info/2018/03/03/int…
Fixing @EASPORTSWRC decal rendering on GeForce GTX 10 series cards In this blog post, I dissect the graphical artifacts occurring only on Pascal cards, and I fix them with a SilentPatch - so those affected can use it to enhance their gameplay experience 🙂cookieplmonster.github.io/2023/11/22/ea-…
A bug I have been tracking for days in my home engine, that looked exactly like missing barriers (corruption in lower mips when downsampling) went away with a driver update. So much time thrown away :'(
Fantastic content by Martin Fuller, as usual. As an extra recommendation, I suggest having DRS also react to derivative tendencies on PC, because with a usual 3 frame lag to get query results, you might lose a sync when you scale down.Or just target lower ms per frame to avoid it
It's been a while, but I finally got round to writing up another rambling, on DRS this time: martinfullerblog.wordpress.com/2023/10/11/dyn…
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