Akshat Thukral
@codenameone_
Engine/Systems Programmer at Avalanche Studios Group
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Let's design a fast O(1) memory allocator with minimal fragmentation. Need to sub-allocate GPU resources (Metal placement heaps and Vulkan memories), so we need a good allocator. Thread...
From the creators of @theHunterCOTW comes a genre-defying fishing experience. Announcing Call of the Wild: The Angler, coming later this year to PC via Steam, the Microsoft Store, and Epic Games Store, with consoles to follow. youtu.be/-QnxwKppyGo
youtube.com
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Call of the Wild: The Angler | Official Reveal Trailer
You know, I'm something of a collector. What do I collect? Why, the images that publishers tweet when they delay their games, of course.
My series Tech Focus is back! For this return episode I go back to the basics exploring how video games historically have achieved Global Illumination. What techniques existed before hardware ray tracing? What are their strengths and weaknesses? Enjoy!😎 youtu.be/yEkryaaAsBU
This happens if you NEVER profile your serialization code. Imagine how much developer time this code wasted during the years of development. Everybody waiting for the game to load. Profiling and optimizing serialization performance early is important. nee.lv/2021/02/28/How…
Computer Graphics from Scratch gabrielgambetta.com/computer-graph…
Reminder that C++ linking model is brittle as heck, and the linker is free to choose *any* inline function from any object file. Here's me after spending almost two days on an accident that was lurking in a codebase for a decade, and happened just now.
I often get asked in DMs about how GPUs work. There is a lot of information on GPU architectures on the web, one can start with these (thread) simonschreibt.de/gat/renderhell/ fragmentbuffer.com/gpu-performanc… developer.nvidia.com/content/life-t… gpuopen.com/presentations/…
This is one of the strangest books i have ever bought, look at the title of the book and the name of the author ,this is the most technical book I've ever seen 😂😂, there's no words just instructions, @mattgodbol maybe you will like this, 40 puzzles in assembly.
A good, concise description of physically based rendering (PBR): github.com/moneimne/glTF-…
During my years in graphics there have been many great conference presentations but also a few that I found "eye opening" and changed the way I think about and approach gfx programming. My top 3, in no particular order, probably are (1/4):
ever wanted to learn math for game dev? come join me for a two-week course on vectors, trig, matrices, trajectories, and more!! 🎉 🗓 21/23/28/30th 🌍 9:00-15:00 CEST 🌎 12am-6am PDT 📡 streamed live at twitch.tv/acegikmo
So the game I have been working on for the past two years is finally announced! I'm pretty excited about it and proud of it despite all the hate it is getting :(. I aim to give my absolute best to improve whatever is possible from here on!!! youtu.be/htzq7EEXQs8
A chemist froze himself at -273.15°C, everyone said he was crazy but he was 0K.
Me: It's morning! Time to start the day! How are we doing today, brain? My brain: Everything is fucked 🙃 Me: Outstanding.
I just had my mind completely blown away by this gentle introduction to Geometric Algebra, everything just make sense: m.youtube.com/watch?v=tX4H_c…
The SIGGRAPH Physically Based Shading course is back this year! :) (And I will be talking about atmosphere rendering in @UnrealEngine )
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