Graphics Programming weekly - Issue 418 - November 30th, 2025 jendrikillner.com/post/graphics-…
This seems really cool: yunfan.zone/gswt_webpage/ Using gaussians for seamless tiling of vegetation over wide areas could work out really nice for games.
If you've ever seen someone tweet some cool shader and thought "I don't really even know what a shader is and at this point I'm too afraid to ask" - I've written something just for you. makingsoftware.com/chapters/shade…
Let's learn how to create optimized stylized Grass texture. We need more tutorial like this Jessie! #vfx #gamedev #MondayMotivation
AI in robotics gets all the attention right now, but sometimes the most interesting work is very practical. Viet built a small vision system that counts potatoes on a conveyor belt. No giant dataset. No huge model. Just a clear problem and a smart setup. He used Ultralytics’…
Finally have some more time to work on this. The benefit of a noise-based scene is that 1) I can easily adjust its density, and 2) I can generate it in the shader on the fly. This will help in profiling the raytracer in a variety of cases and check if it's compute/memory bound.
an important optim for any isometric RTS: split the map into sectors, and do frustum culling. I know that Unity already has great culling, but it feel wrong to only rely on Unity for it, what if we want to have huge maps? Of course, logic and rendering has to be completely…
Some new environment I'm working on for my game Subside #screenshotsaturday #gamedev
Woaaah real-time fluid sim with dynamic terrain erosion Actual WebGL demo link: frenzybyte.github.io/fluidfrenzy/de…
.@FluidFrenzy shared a real-time hydraulic erosion and water-sim demo made with their Fluid Frenzy asset, turning fossil excavation into a small interactive WebGL sandbox. 🌊 See more: jettelly.com/blog/fluid-fre… #gamedev #unity3d #VFX
Replicube is very near to 500 reviews on Steam! If you’ve enjoyed the game consider leaving a review!
"Voxels only have 6 directions": well, it's up to you to enrich naive voxels as smart voxels: - in inria.hal.science/hal-00650173 (C.Crassin et.al) + directional color, energy, opacity - in inria.hal.science/hal-00704461v1 (E.Heitz ) + SDF & correlations
The ambient looks flat on the left side of the screen, so I started designing a new sky visibility tech for the WebGPU terrain renderer. Realization: Voxels only have 6 directions. Sides, top and down. Terrain system doesn't have down direction. We can do HBAO-style algorithm…
With the engine core features done, I've started working on some quality of life additions for the editor.
Fourth attempt at building my own 3D game engine from scratch. As if I didn't have enough hobby projects already! Let's see how far I'll go this time.
.@FluidFrenzy shared a real-time hydraulic erosion and water-sim demo made with their Fluid Frenzy asset, turning fossil excavation into a small interactive WebGL sandbox. 🌊 See more: jettelly.com/blog/fluid-fre… #gamedev #unity3d #VFX
So many possibilities when the meshes just melts together! ✨ Blend nearly everything you can imagine! Your workflow will change for the better✨ PS: MeshBlend and MeshPack are both on the @fab Friday Mega sale! #gamedev #indiedev
The canyon is flooding but luckily you have powers. Made with LiquiGen + Niagara. Captured in real-time in Unreal Engine
A few months ago, I worked on a Gun Starter FX project, utilizing Embergen and Liquigen for simulations. #realtimevfx #UE5 #embergen #liquigen
In a game like SH there would be tons of skeletons. (not just living ones) - But placing/posing them piece by piece can be a hassle so I made a tool to speed it up.
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