15 Years of Shader Minification
https://www.ctrl-alt-test.fr/2025/15-years-of-shader-minification/

15 Years of Shader Minification
https://www.ctrl-alt-test.fr/2025/15-years-of-shader-minification/
I swear graphics programming is making me lose hair... fast! But progress is progress #opengl #graphicsprogramming #odin #odinlang
Just implemented a flythrough camera in my 3D engine using OpenGL!
Wrote a blog breaking down how I handled camera movement, texture mapping, and coordinate transformations.
Check it out here: https://kshitijaucharmal.github.io/blog/scenewithcamera/
I've set up a Github repository to build Google ANGLE binaries for Mac (Metal), iOS (Metal) and Windows (D3D11) automatically.
These are going to be used with my engine Ceramic (using GLES3 for rendering), but other engine or game developers might be interested too
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