Advertisement · 728 × 90

Posts by Froyok (Léna Piquet)

Post image

Behind the pretty frames of #PRAGMATA. Breaking down many tricks and hidden gems of the renderer behind CAPCOM's RE Engine.
i hope you enjoy & find this few months worth of freetime article useful...
mamoniem.com/behind-the-p...

2 days ago 62 17 0 1

Assuming the world isn't plunged into an age of chaos, there's too goddamn many cool games coming out this month.

Industria was a cool, short-ish Half Life 2-inspired adventure and the sequel looks to build on that nicely.

3 days ago 50 5 4 0
Post image

Jolt Physics just hit 10K GitHub stars! What started in 2014 as a CPU vs GPU ray casting experiment became a full physics engine in 2021. Seeing what you’re building with it is amazing. Thank you!

4 days ago 170 17 3 0

We have both in Substance Designer, via the Distance node. 😄

4 days ago 0 0 0 0
Post image

NASA just dropped this image of Artemis II astronaut Christina Koch looking back at us. The first woman to ever see our planet in its entirety. I’m not crying you’re crying 🥹🔭🧪 📸: NASA

6 days ago 36256 7610 340 341
vertical image of a still retention basin and sunlit sky. the sky is split starkly down the middle, clear on the left, gray clouds on the right, sun at the center. the cloud line is reflected perfectly on the basin surface below the horizon.

photo by Lindsay Schiel NEORSD

vertical image of a still retention basin and sunlit sky. the sky is split starkly down the middle, clear on the left, gray clouds on the right, sun at the center. the cloud line is reflected perfectly on the basin surface below the horizon. photo by Lindsay Schiel NEORSD

not ‘shopped. not cropped. not stock.

straight from the phone of stormwater inspector Lindsay Schiel snapped yesterday at a basin in Hudson.

1 week ago 10655 1974 191 136
Post image

Working on some smears
#pixelart #gamedev

1 week ago 28 5 1 0
Post image Post image Post image Post image

Hi hi, Dear ImGui 1.92.7 is released!
50+ changes (e.g. tables reworked columns freezing with hidden columns, reorder from context menu, webgpu for emscripten 5 & wgvk native, nav keyboard/gamepad to open context menus, & many fixes/improvements)
github.com/ocornut/imgu...

1 week ago 96 21 3 0

How well, that's encouraging...

1 week ago 0 0 0 0

Ho well !
I did a bug report to Nvidia on my side, I wonder if they will reply now.

1 week ago 0 0 2 0
Advertisement

What is interesting is that depending what you do before hand, the corrupted/lost data partially differs and isn't always 100% of the data (in my tests ~15% of loss).

1 week ago 0 0 0 0

My workaround is to do a single glBufferData(target, size, data, usage) call with the same data, which works correctly every time.

1 week ago 1 0 1 0

Using glBufferData(NULL) + glBufferSubData silently loses data when used on GL_SHADER_STORAGE_BUFFER targets. The buffer reads back as partially or fully zeroed despite glBufferSubData receiving valid non-zero data.

1 week ago 1 0 1 0

Today it seems I found my first Nvidia driver bug (on Linux at least) with OpenGL.
I was able to reproduce it and make an simple isolated test case. :D

1 week ago 13 0 2 0

Next rework was the particle "system".
What existed was a crude hack via a transparent mesh.
I kept the idea of generated a texture containing the particle data for its animation, so it can be sampled without any extra cost.

1 week ago 0 0 0 0
NASA's Artemis II Live Mission Coverage (Official Broadcast)
NASA's Artemis II Live Mission Coverage (Official Broadcast) YouTube video by NASA

NASA has a live stream of the Artemis II mission that will run for the entire duration:
www.youtube.com/watch?v=m3kR...

1 week ago 12 2 2 0
Preview
Old school rendering rant - Tomb Raider Sometimes, it’s interesting to look back into the past. Especially in gaming, where we have graphics hardware capable of processing…

A walkthrough of a selection of Tomb Raider III’s rendering techniques, good read! medium.com/@reinigdavid...

1 week ago 54 15 1 1
Video

My erosion filter is out! Video, blog post, and shader source.

It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks.

Explainer video:
www.youtube.com/watch?v=r4V2...

Companion blog post:
blog.runevision.com/2026/03/fast...

#ProcGen #vfx #GameDev

1 week ago 537 170 16 5

(I meant "not", ho well)

1 week ago 0 0 0 0

Next rework was the particle "system".
What existed was a crude hack via a transparent mesh.
I kept the idea of generated a texture containing the particle data for its animation, so it can be sampled without any extra cost.

1 week ago 1 0 0 0
Advertisement
A screenshot of my engine showing a character viewed from the side inside the cone of a spot light. The light produces a foggy cone where the character cast a shadow in it.

A screenshot of my engine showing a character viewed from the side inside the cone of a spot light. The light produces a foggy cone where the character cast a shadow in it.

Now 100% sold on the upscale pass for it yet, but current results are relatively good still. :)
(I support spotlights and my local directional lights only for now.)

1 week ago 2 0 1 0

Next rework was the particle "system".
What existed was a crude hack via a transparent mesh.
I kept the idea of generated a texture containing the particle data for its animation, so it can be sampled without any extra cost.

1 week ago 0 0 0 0

And finally, I properly added support for volumetric lights. I ditched the solution using mesh volumes (like shadow volumes) and went with a raymarching based approach.

1 week ago 0 0 1 0

Plenty of tweaks on my manipulator (gizmo) as well, such as grid snapping and supporting rotation.

1 week ago 0 0 1 0

I also did plenty of rework and improvements related to my scene and editor management.
It's simple, but now I can add and remove object in my levels. Until now I was editing a file on disk and reloading it.

1 week ago 0 0 1 0

Next rework was the particle "system".
What existed was a crude hack via a transparent mesh.
I kept the idea of generated a texture containing the particle data for its animation, so it can be sampled without any extra cost.

1 week ago 0 0 0 0
A screenshot of my game engine showing a particle entity. A simple smoke effects is visible inside a red sphere showing its volume. Three arrows showing the gizmo show that the element is selected. An icon in the center composed of several dots shows the object origin.

A screenshot of my game engine showing a particle entity. A simple smoke effects is visible inside a red sphere showing its volume. Three arrows showing the gizmo show that the element is selected. An icon in the center composed of several dots shows the object origin.

By hey ! Now I have a particle entity in my level ! :D

1 week ago 0 0 1 0

Next rework was the particle "system".
What existed was a crude hack via a transparent mesh.
I kept the idea of generated a texture containing the particle data for its animation, so it can be sampled without any extra cost.

1 week ago 1 0 0 0

So the huge chunk of the rework what moving from a hack toward a more generic system, planning for the future.
I don't have yet instanced rendering for example, but that's on the todo list.

1 week ago 0 0 1 0

However I migrated the whole logic into a dedicated "entity" object. With properties like managing play/stop, the bounding volume, the preset which define its behavior, etc.

1 week ago 0 0 1 0
Advertisement