Jendrik Illner's graphics prgramming weekly, issue 73 https://www.jendrikillner.com/post/graphics-programming-weekly-issue-73/
I blogged about what's new in lyon:
Long time no toot!
#GodotEngine 3.1 is getting close to the release candidate, expect the stable version in coming weeks!
You can test 3.1 beta 4 now and report any bugs you find: https://godotengine.org/article/dev-snapshot-godot-3-1-beta-4
Intel's OpenImageDenoise, an open source denoising library (currently CPU based?) is out! https://openimagedenoise.github.io/
Kinda tempted to try it out on my toy path tracer :)
I added flame chart profiler output option to Clang, so I could see where exactly time goes while it's compiling. Already found some good stuff! Here's a blog post with info http://aras-p.info/blog/2019/01/16/time-trace-timeline-flame-chart-profiler-for-Clang/
An interview with Elan Ruskin on engines, tools, and 15 years of AAA experience. https://isetta.io/interviews/ElanRuskin-interview/
(HT to @KostasAAA for the link.)
Ni no kuni 2 frame breakdown: https://blog.thomaspoulet.fr/ninokuni2-frame/
Very interesting interview of Mederic Chasse about the state of real time #vfx in #gamedev https://80.lv/articles/real-time-vfx-overview-from-mederic-chasse/
The technical details behind AV1: https://www.youtube.com/watch?v=On9VOnIBSEs
Designing the data model in Our Machinery: https://ourmachinery.com/post/the-story-behind-the-truth-designing-a-data-model/
More immersive sim stuff, this is a good interview about Deus Ex, Unreal engine, and late 90s game tools:
Following up on the #rust 2d #graphics discussion part 2 - A look at GPU memory management: https://nical.github.io/posts/rust-2d-graphics-02.html
"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.
GitHub (Unity project) is here :
See it in action :
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! https://isetta.io/interviews/ArasPranckevicius-interview/ -- 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. https://github.com/aras-p/smol-v
Gfx dev @ mozilla / opensource geek / a little too obsessed about vector graphics on the GPU.
Game development! Discussions about game development and related fields, and/or by game developers and related professions.