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Hey BlueSky! I wrote my first ever blog post in a while, talking about how I built my RHI for my game engine Kaleidoscope. Link is ⬇️
Been working on voxel ray-tracing again lately, this time using a BVH2 TLAS and SVT64 (64tree) BLAS(s). The heat gradient in the video shows the step count from 0 to 128. This scene contains 256 voxel dragons, each model is 256^3 voxels :)
10mo
5mo
Video
Looking forward to the 2nd edition!Can't wait to see what this year has in store for us 👀
Started working on a Vulkan renderer last November but I didn't have much time to work on it due to school. I made good progress lately so I thought I'd share my progress on here since I've been "absent" for a while. I got Sponza running at ~3ms @1080p. 1 Dir Light and IBL, nothing too fancy 😄
9mo
10mo
I won the cat lottery 🤞 #News #Politics #USPolitics #BreakingNews #PoliticalNews #CurrentEvents #WorldNews #Government #Congress #Election
Yesterday marked the final release of our game, Nakon. It runs on a custom engine, built for PS5 and Windows 10/11. I mainly worked on the rendering, so stuff like Cel Shading, Lighting, FXAA, PS5 backend, Optimizations and much more. You can download the game for yourself here: buas.itch.io/nakon
Yesterday marked the final release of our game, Nakon. It runs on a custom engine, built for PS5 and Windows 10/11. I mainly worked on the rendering, so stuff like Cel Shading, Lighting, FXAA, PS5 backend, Optimizations and much more. You can download the game for yourself here: buas.itch.io/nakon
I have an abstracted renderer for the most part, with a basic render pass system. I am planning to implement Clustered Forward+ rendering as I find it very interesting. It's currently a forward renderer btw. The code is not too great, but feel free to check it out here: github.com/Gikster007/n...
19h
11mo
Amélie Heinrich
11mo
10mo
MΛX
An arcade FPS game, made in a custom engine - Student Project
buas.itch.io
An arcade FPS game, made in a custom engine - Student Project
Nakon by Breda University of Applied Sciences, BuasJoey, tBoons, Allen Philip, Tycro Games, J111M, Gikster007, Mika Halbauer, alexstn, PappaNiels, desytsv, Viktor231407, Des
Nakon by Breda University of Applied Sciences, BuasJoey, tBoons, Allen Philip, Tycro Games, J111M, Gikster007, Mika Halbauer, alexstn, PappaNiels, desytsv, Viktor231407, Des
buas.itch.io
A fellow Ocean Rendering enthusiast has written a blog post that goes into the scary math involved with the famous Tessendorf Model and similar implementations. A must read for anyone looking to learn more about Ocean Simulation! Great stuff @rtryan98.bsky.social rtryan98.github.io/2025/10/04/o...
Personal Vulkan Engine - WIP. Contribute to Gikster007/niji development by creating an account on GitHub.
GitHub - Gikster007/niji: Personal Vulkan Engine - WIP
github.com
George Bolba
George Bolba
George Bolba
George Bolba
8mo
George Bolba
My Little Dude #News #Politics #USPolitics #BreakingNews #PoliticalNews #CurrentEvents #WorldNews #Government #Congress #Election
rtryan98.github.io
Ocean Rendering, Part 1 - Simulation · Robert Ryan - Graphics Programmer
17h
Fur & Friends
Tickets are up! graphicsprogrammingconference.com/tickets/
George Bolba
9mo
Fur & Friends