An interview with Elan Ruskin on engines, tools, and 15 years of AAA experience. isetta.io/interviews/ElanRuski
(HT to @KostasAAA for the link.)

Fun fact from that presentaion: the encoder can perform some denoising that removes (intentional) film grain to make the frame easier to compress and retain high level information about visual characteristics of the grain so that the decoder can fake it as a post processing effect.

"Materialize" is a now Opensourced. With this tool, you will be able to convert any image into PBR Material. It's literally Substance/B2M on steroids.

boundingboxsoftware.com/materi

GitHub (Unity project) is here :

github.com/BoundingBoxSoftware

See it in action :

youtube.com/watch?v=vtnJToPxBN

I did an interview with lovely folks at "Isetta Engine" (student team at CMU) a while ago, and they managed to edit my random rambling into something that resembles coherent thought! isetta.io/interviews/ArasPranc -- on graphics, modularity, API design, random other stuff.

I just updated SMOL-V (library that makes Vulkan shaders more compressible) to accept SPIR-V versions 1.2 and 1.3, e.g. as produced by Microsoft's DXC. github.com/aras-p/smol-v

I can't stop playing with shader-playground.timjones.io/

Unfortunately the output of the intgrated ANGLE compiler isn't valid enough to feed into one of the hlsl compilers, which would have enabled me to investigate WebRender's shaders without touching Windows.

So I discovered Alain Galvan's blog thanks to the aforementioned graphics weekly and it's full of good stuff: alain.xyz/blog

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