Is it possible to make a bullet hell on a fragment shader?
Is it possible to make a bullet hell on a fragment shader?
Shader Programmers:
Are vector ops more efficient than scalar (ie if I add two float4s is that the same cost as adding two floats) or did that stop being a thing 15 years ago?
Procedural Textures with Hash Functions
https://douglasorr.github.io/2025-04-hash-textures/article.html
Me after realizing why my depth write wasn't working:
(Yes, I forgot to bind a depth attachment to the frame buffer)
New article!
"We have GI at home"
https://blog.jglrxavpok.eu/2025/03/18/gi-at-home.html
Small explanation of the GI technique I implemented for my engine
AoS vs SoA in practice: particle simulation -- Vittorio Romeo
https://vittorioromeo.com/index/blog/particles.html
Discussions: https://discu.eu/q/https://vittorioromeo.com/index/blog/particles.html
Replicating the "object-fit: cover" behavior in WebGL can be tricky, but Nicolas Giannantonio breaks it down with optimized techniques using shaders for image scaling and positioning.
Learn how to do it in our latest tutorial: https://tympanus.net/codrops/2025/03/11/replicating-css-object-fit-in-webgl/
Of course I heard of the "KISS"-principle. But for some reason, totally incomprehensible to me, I end up with the most complex version in the first prototype and then start simplifying it iteratively.
Although I lied...deep down subconsciously...I know when the prototype goes of the rails and I start over-engineering AGAIN. #gamedev #graphicsprogramming #cpp
It's been a while since I last showed the progress on my #audio waveform viewer here. The waveform display widget itself is slowly reaching quality levels I'm happy with - switching from software rendering to #OpenGL has really worked wonders for both the speed and the quality of the waveform rendering.
Now I just gotta write the rest of the app around it...
So I am sitting here in my cave, building an entity component system from scratch. I could not imagine a nicer way to spend a friday evening. #gamedev #graphicsprogramming #vulkan
Time spent in "where the heck is my mesh" #OpenGL hell today: 4 hours.
And I'm yet to find where the said mesh is going, because it certainly doesn't end up on my screen
After some serious brainstorming, figuring out poorly documented APIs, searching for workarounds and general #programming related troubleshooting, I've come to the realization that if the framebuffer of the GlArea widget in #gtk can't for the life of me support MSAA, then I can just render to another framebuffer that does and blit the result back to the main framebuffer. As a result, my waveform renderer now looks smoother than ever
C++ library for OpenGL objects with DSA in mind (documentation coming soon)
https://github.com/SeaRiddleGames/graphics-module
Discussions: https://discu.eu/q/https://github.com/SeaRiddleGames/graphics-module
Vulkan timeline semaphores? Bring em on!1!!1 #gamedev #indie #vulkan #graphicsprogramming
I'm only part way through it, but this blog post about creating Rick and Morty animations with SDFs is super interesting.
Today I'll dive deep into the rabbit hole of Vulkan buffers, transfering them to device local memory and maybe even get something to draw correctly. #Vulkan #gamedev #indie #graphicsprogramming