#graphicsdev 검색 결과
🚀 Big news for #GraphicsDev in LATAM! The first-ever GDevConLAT is coming — and their new site just launched! 🔗 gdevconlat.com Go explore! Let’s grow the #GDevCon community in Latin America! 💻🔥
Today I spent several hours in Firebase Studio improving Merucav. It now has 10 shaders. Check it out: merucav.netlify.app Built it on top of nofpg.netlify.app and noegarsoux.github.io/GradientGen/ #buildinginpublic #OpenSource #GraphicsDev #RealtimeRendering #gradientpalette
🚀 Vulkan SDK 1.4.321.0 is live! ✅ Header support for 18 (!) new extensions 🔧 SPIR-V Tools update: spirv-remap → canonicalize-ids 🛡️ Enhanced validation coverage 🍎 MoltenVK 1.3.0: Full Vulkan 1.3 on Apple 📰Read more: khr.io/1l9 #Vulkan #GraphicsDev #VulkanSDK
3D version of the game 2048 I'm creating with a new custom #opengl engine on #linux: Moves and merges are implemented. The game also detects game over and shows a game over screen. It also tracks the score and reads/writes best score from/to disk. #graphicsdev #gamedev #indiedev
Any #graphicsdev gurus able to give me some advice? I want to convert my #cuda #voxel #raycaster to something more cross-platform. Voxel model is streamed in as needed, typically a few 100 MB loaded at any time. GPU sees it as 1 giant #octree it walks when ray-casting.
🚀MoltenVK 1.3 powers Vulkan 1.3 in Vulkan SDK 1.4.321.0! Run high-performance Vulkan apps on macOS, iOS, tvOS, and visionOS with Metal. New extensions, bug fixes, and more! 🍎💻Download now: vulkan.lunarg.com #Vulkan #MoltenVK #GraphicsDev
Basic window done. Using CMakeLists for the first time. Next step: create a window file to separate window management from rest of the code. #cpp #opengl #graphicsdev #computergraphics
Released for #gamedev & #graphicsdev - the #ARM @opengl ES 3.x Dev Guide. Download here: bit.ly/23aVkdF
I've got ImGui (imgui-sys) with docking working in my rust graphics engine with a custom rendering backend (currently using Direct3D12)... next up multi-window viewports. source code available: github.com/polymonster/ho… #screenshotsaturday #graphicsdev #rustlang
Just released a modular Vulkan boilerplate in C++! Ideal for anyone getting started with Vulkan or building their own renderer/game engine. Clean folder structure (Context, Pipeline, Swapchain, etc.) Open source github.com/ragulnathMB/Vu… #Vulkan #Cplusplus #GraphicsDev #GameDev
As we used to say in AfterNET's #graphicsdev channel - "Don't touch the W!"
#ARM @opengl ES 3.X Dev Guide released for #gamedev + all #graphicsdev: bit.ly/23aVkdF @thekhronosgroup
I dreamt that I was in danger - waking with a start ... ... I’d computed the number of video frames (@ 60 FPS) that I had left until certain peril ! 🤷🏻♂️ #graphicsdev
📢SPIRV-Tools got a power-up in the latest SDK release! The spirv-remap tool from glslang is now reborn as canonicalize-ids in spirv-opt. Cleaner, faster, and better for compression. 🚀 Run spirv-opt --help to check it out! #Vulkan #SPIRV #GraphicsDev
@mittense remember #graphicsdev and terrain engines? ohh, the good old gamedev.net days
Hey #gamedev #graphicsdev, ever run into a 'BVH black hole' in a SAH-constructed BVH? A spot where too many triangles/nodes pile up, causing a significant frame drop during operations like ray casting? Any thoughts or solutions? #BVH #3DRendering #PerformanceIssues #RayCasting
Wondering what's less painfull.... suing OpenGL **without** glfw and glew (doing it all "by hand") or just switch to using DirectX/Direct3D? I think I know the answer.... Not really #GameDev but at least #GraphicsDev lul.... xD
Today I spent several hours in Firebase Studio improving Merucav. It now has 10 shaders. Check it out: merucav.netlify.app Built it on top of nofpg.netlify.app and noegarsoux.github.io/GradientGen/ #buildinginpublic #OpenSource #GraphicsDev #RealtimeRendering #gradientpalette
📢SPIRV-Tools got a power-up in the latest SDK release! The spirv-remap tool from glslang is now reborn as canonicalize-ids in spirv-opt. Cleaner, faster, and better for compression. 🚀 Run spirv-opt --help to check it out! #Vulkan #SPIRV #GraphicsDev
🚀 Big news for #GraphicsDev in LATAM! The first-ever GDevConLAT is coming — and their new site just launched! 🔗 gdevconlat.com Go explore! Let’s grow the #GDevCon community in Latin America! 💻🔥
🚀MoltenVK 1.3 powers Vulkan 1.3 in Vulkan SDK 1.4.321.0! Run high-performance Vulkan apps on macOS, iOS, tvOS, and visionOS with Metal. New extensions, bug fixes, and more! 🍎💻Download now: vulkan.lunarg.com #Vulkan #MoltenVK #GraphicsDev
🚀 Vulkan SDK 1.4.321.0 is live! ✅ Header support for 18 (!) new extensions 🔧 SPIR-V Tools update: spirv-remap → canonicalize-ids 🛡️ Enhanced validation coverage 🍎 MoltenVK 1.3.0: Full Vulkan 1.3 on Apple 📰Read more: khr.io/1l9 #Vulkan #GraphicsDev #VulkanSDK
Just released a modular Vulkan boilerplate in C++! Ideal for anyone getting started with Vulkan or building their own renderer/game engine. Clean folder structure (Context, Pipeline, Swapchain, etc.) Open source github.com/ragulnathMB/Vu… #Vulkan #Cplusplus #GraphicsDev #GameDev
This is game-changing! AI now converts images to procedural materials in pure Python code. No more manual tweaking. #AI #Python #GraphicsDev arxiv.org/abs/2501.18623
Basic window done. Using CMakeLists for the first time. Next step: create a window file to separate window management from rest of the code. #cpp #opengl #graphicsdev #computergraphics
Hey #gamedev #graphicsdev, ever run into a 'BVH black hole' in a SAH-constructed BVH? A spot where too many triangles/nodes pile up, causing a significant frame drop during operations like ray casting? Any thoughts or solutions? #BVH #3DRendering #PerformanceIssues #RayCasting
Wondering what's less painfull.... suing OpenGL **without** glfw and glew (doing it all "by hand") or just switch to using DirectX/Direct3D? I think I know the answer.... Not really #GameDev but at least #GraphicsDev lul.... xD
I've got ImGui (imgui-sys) with docking working in my rust graphics engine with a custom rendering backend (currently using Direct3D12)... next up multi-window viewports. source code available: github.com/polymonster/ho… #screenshotsaturday #graphicsdev #rustlang
As we used to say in AfterNET's #graphicsdev channel - "Don't touch the W!"
Any #graphicsdev gurus able to give me some advice? I want to convert my #cuda #voxel #raycaster to something more cross-platform. Voxel model is streamed in as needed, typically a few 100 MB loaded at any time. GPU sees it as 1 giant #octree it walks when ray-casting.
3D version of the game 2048 I'm creating with a new custom #opengl engine on #linux: Moves and merges are implemented. The game also detects game over and shows a game over screen. It also tracks the score and reads/writes best score from/to disk. #graphicsdev #gamedev #indiedev
🚀 Big news for #GraphicsDev in LATAM! The first-ever GDevConLAT is coming — and their new site just launched! 🔗 gdevconlat.com Go explore! Let’s grow the #GDevCon community in Latin America! 💻🔥
🚀 Vulkan SDK 1.4.321.0 is live! ✅ Header support for 18 (!) new extensions 🔧 SPIR-V Tools update: spirv-remap → canonicalize-ids 🛡️ Enhanced validation coverage 🍎 MoltenVK 1.3.0: Full Vulkan 1.3 on Apple 📰Read more: khr.io/1l9 #Vulkan #GraphicsDev #VulkanSDK
🚀MoltenVK 1.3 powers Vulkan 1.3 in Vulkan SDK 1.4.321.0! Run high-performance Vulkan apps on macOS, iOS, tvOS, and visionOS with Metal. New extensions, bug fixes, and more! 🍎💻Download now: vulkan.lunarg.com #Vulkan #MoltenVK #GraphicsDev
Basic window done. Using CMakeLists for the first time. Next step: create a window file to separate window management from rest of the code. #cpp #opengl #graphicsdev #computergraphics
I've got ImGui (imgui-sys) with docking working in my rust graphics engine with a custom rendering backend (currently using Direct3D12)... next up multi-window viewports. source code available: github.com/polymonster/ho… #screenshotsaturday #graphicsdev #rustlang
#ARM @opengl ES 3.X Dev Guide released for #gamedev + all #graphicsdev: bit.ly/23aVkdF @thekhronosgroup
Released for #gamedev & #graphicsdev - the #ARM @opengl ES 3.x Dev Guide. Download here: bit.ly/23aVkdF
Just released a modular Vulkan boilerplate in C++! Ideal for anyone getting started with Vulkan or building their own renderer/game engine. Clean folder structure (Context, Pipeline, Swapchain, etc.) Open source github.com/ragulnathMB/Vu… #Vulkan #Cplusplus #GraphicsDev #GameDev
📢SPIRV-Tools got a power-up in the latest SDK release! The spirv-remap tool from glslang is now reborn as canonicalize-ids in spirv-opt. Cleaner, faster, and better for compression. 🚀 Run spirv-opt --help to check it out! #Vulkan #SPIRV #GraphicsDev
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