Chess in the PhasmaEngine editor, shaded with MaterialX OpenPBR. Materials run on a visibility buffer, in a forward pass, and in ray-traced hit groups. Each .mtlx document compiles to its own Slang shader. This scene and more are in PhasmaProjects. #GraphicsProgramming#Vulkan
I can now select different animation keys. Joint animation calculations are really expensive. The animation computation now runs on separate threads, so stays smooth 💃. I’m still getting 700+ FPS on my cheap GPU ☺️
#GraphicsProgramming#GameDev#Vulkan#DotNet#CSharp
✨ Fixing my TBN for my PBR to make the shading look much more natural. Still tweaking it, but I'm really happy with the results so far! 💖 Playing with Master Chief model while waiting for Halo evolved 🎮
#GraphicsProgramming#GameDev#IndieDev#Vulkan#PureCSharp#DotNet
A practical guide that follows the evolution of rendering techniques: from classic rasterization and voxels to ray tracing, path tracing, signed distance fields, and modern Gaussian splatting:
#gamedev#GraphicsProgramming#Rendering#ComputerGraphics
WIP Integrated ORM map feature💃but still need to choose which texture channel is used by the artist 🎨for each map. It would need a controls for adjusting the intensity or influence of each channel color.🧮
#GraphicsProgramming#Vulkan#GameDev#PureCSharp#DotNet
Almost done!💖The joints are animated, everything’s moving now, and I’ve been taking my time with it (slow cooking, hehe✨). All that’s left now is adding it to the shaders and it’ll be complete!💃🥳💕
#GraphicsProgramming#GameDev#Vulkan#DotNet#CSharp
If you know who this dude is, you know!✨GLTF ascii or bin files exported from Blender now working.🔥It's been such a struggle to get it working on my part, but it's all coming together now, even with packed those joints✅
#GraphicsProgramming#GameDev#Vulkan#CSharp#DotNet
City in a Bottle is a 256 byte Shadertoy that fits in a tweet. It includes a 3d raycasting system and procedural city generator. 🏙️😅👍 #GLSL#GraphicsProgramming#GameDev#Coding
Surprise, my raymarching engine now is webgl powered! Here I am flying around a generated test scene with 100 objects, soft shadows, ambient occlusion, reflections, etc! Still a few loose ends but very excited to play around with this tech.😄 #generativeart#graphicsprogramming
Me and some FROGS in the #GraphicsProgramming community put together this showcase for our "from scratch" @DirectX12@VulkanAPI and @OpenGL#3D game engines. See what's actually possible WITHOUT using any off-the-shelf tech.
Been busy at work, but I’m almost there. No animation yet, but I think I’ve got the joints set up correctly. This is the famous Cesium Man (from the glTF sample assets), and of course, the Tarisland Dragon.
#GraphicsProgramming#GameDev#indiedev#Vulkan#CSharp#DotNet
Yes! Ehehe,💃🥰This is exactly what em talking about-like, we’re talking about fast generation of 1 million dynamic lines and in a single draw call?! 💅✨That’s next-level, honey.👩💻I'm working on my BVH(Bounding Volume Hierarchy).😊 #GraphicsProgramming#GameDev#Vulkan#DotNet