Graphics Programming weekly - Issue 435 - April 5th, 2026 www.jendrikillner.com/post/graphic...
Posts by Amirabbas Fazelinia
and it looks even better when you tile it
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
Running a few more advanced stability tests for the upcoming #WebGPU physics engine - Thanks "Domino" Tim for the patterns!
my brain is fried after this vulkan refactor, but seeing the backend finally organized is worth every second of the grind
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!
More safety testing
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?
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)
youtu.be/0IrzX4LDIx8
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
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 😭
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.
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.
never imagined, not even in my wildest dreams, that utah would ever mention iran in a post. what a small world
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
Graphics Programming weekly - Issue 433 - March 22nd, 2026 www.jendrikillner.com/post/graphic...
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.
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
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
Yep. Unless one can stay super organized with their vcs, which unsurprisingly is never the case
Ahh I'm going to use this. Thanks for sharing
dry-running allocations to get the final size and alignment is such a cool trick
dealing with memory alignment is fun, especially when it comes to void* 🫠
#indiedev #indiegame #gamedev #c #gameengine #programming #memory #allocator
series of binary bits representing slot occupancy of the backing hash table buckets. 1 means occupied, 0 means otherwise (1101000000000001101011000000100011111111100000001001110100000000)
my hash function SUCKS
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.