Advertisement · 728 × 90

Posts by Amirabbas Fazelinia

Post image

Graphics Programming weekly - Issue 435 - April 5th, 2026 www.jendrikillner.com/post/graphic...

8 hours ago 46 18 0 0
Post image Post image

and it looks even better when you tile it

4 hours ago 0 0 0 0
Post image Post image

it’s pretty neat how you can bump up the resolution on an algorithmically generated image and it still holds its form perfectly

16x16 => 1024x1024

4 hours ago 0 0 1 0
Video

Running a few more advanced stability tests for the upcoming #WebGPU physics engine - Thanks "Domino" Tim for the patterns!

2 days ago 5 1 0 0
Post image
2 days ago 0 0 0 0
Post image

my brain is fried after this vulkan refactor, but seeing the backend finally organized is worth every second of the grind

2 days ago 0 0 1 0
Post image

meshoptimizer 1.1 is out!

github.com/zeux/meshopt...

Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements! More information in the infographic and release above :)

Boosts and repository stars are welcome!

5 days ago 100 33 5 0
Video

More safety testing

5 days ago 3 1 1 0
Advertisement
Video

I played a bit with the UX of interacting with the tree view. The common operations are selection and re-parent. I want to control both with the same gesture. So, if the drag&drop is mostly vertical -> reparent. If it widens to the side, it becomes marquee selection.
Yes, no?

4 days ago 8 1 2 0
Video

I can never understate how automated tests - not unit tests - using my custom framework have improved my productivity. Tests are focused on tricky code, unobvious behaviors or when combinatorial explosion would make manual testing redhibitory.
(capture is in slowed down mode)

4 days ago 105 8 3 2
Video

Yo, I heard you like #WebGPU, so I put some #WebGPU in your #WebGPU.

3 days ago 8 2 0 0
The Future of Path Tracing | Best Practices, Optimizations & Future Standards
The Future of Path Tracing | Best Practices, Optimizations & Future Standards YouTube video by NVIDIA Game Developer

youtu.be/0IrzX4LDIx8

5 days ago 25 3 0 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 533 170 16 5
Post image

Current state: writing a Monte-Carlo raytracer in my toy programming language. Fixed ~15 compiler bugs, introduced a few new features, faced function stack size limit (4Kb, larger needs special care due to arm64 weirdness), but still can't figure out why this box is black 😭

1 week ago 34 1 3 0

Regardless of the game genre, if there’s only a small number of cases just hard code them.
Please stop being clever when it’s small and able to be manually done.

1 week ago 17 2 1 0
4170 free SVG and PNG icons for your games or apps | Game-icons.net

a note to myself to remember to use this collection: game-icons.net

1 week ago 0 0 0 0

Might be a skill issue on my side, but: I find game design is much harder than programming... Like 10x harder. It's easy on a "surface level" but gets impossibly hard very quickly.

2 weeks ago 19 1 4 0

never imagined, not even in my wildest dreams, that utah would ever mention iran in a post. what a small world

2 weeks ago 0 1 0 0
Advertisement

i agree that assessments force some thinking to be involved in assignments, but a more concerning issue with ai is what it teaches you

exams and presentations may verify some of your ai-taught knowledge, however, you'll probably end up accumulating a pile of hallucinations in your brain nonetheless

2 weeks ago 0 0 0 0
Post image

Graphics Programming weekly - Issue 433 - March 22nd, 2026 www.jendrikillner.com/post/graphic...

2 weeks ago 39 13 0 0
Video

DLSS in workbench. The quality of 1spp rendering is way higher compared to the other built-in denoisers, and for half the cost. The comparison changes at higher spps.

2 weeks ago 35 3 2 0
Video

More experiments with canyon features! This time with a slightly different approach which allows making them even larger. I like how those help sell the "icy moon" look. Poor moon has been through a lot though :(

#gamedev #bevy

2 weeks ago 22 4 0 0
Video

This video was a complete joy to make. Here's a short preview, but next time you're looking to sit down for 45 minutes of math and art, take a look at the full version on YouTube: youtu.be/ldxFjLJ3rVY

2 weeks ago 250 59 6 11

Yep. Unless one can stay super organized with their vcs, which unsurprisingly is never the case

2 weeks ago 1 0 0 0

Ahh I'm going to use this. Thanks for sharing

2 weeks ago 1 0 1 0
Preview
A Recursive Algorithm to Render Signed Distance Fields A Recursive Algorithm to Render Signed Distance Fields

pointersgonewild.com/2026-03-06-a...

1 month ago 21 6 0 0

dry-running allocations to get the final size and alignment is such a cool trick

3 weeks ago 1 1 0 0
Advertisement

dealing with memory alignment is fun, especially when it comes to void* 🫠

#indiedev #indiegame #gamedev #c #gameengine #programming #memory #allocator

3 weeks ago 7 2 0 0
series of binary bits representing slot occupancy of the backing hash table buckets. 1 means occupied, 0 means otherwise (1101000000000001101011000000100011111111100000001001110100000000)

series of binary bits representing slot occupancy of the backing hash table buckets. 1 means occupied, 0 means otherwise (1101000000000001101011000000100011111111100000001001110100000000)

my hash function SUCKS

3 weeks ago 0 0 0 0
Video

We have a new 3D AVBD Web Demo for our "Augmented Vertex Block Descent" method. Thanks, Chris Giles!
Try it yourself:
graphics.cs.utah.edu/research/pro...
Source code available.

1 month ago 87 24 3 1