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

GIMP stands for GNU Image Manipulation Program and GNU stands for GNU’s Not UNIX and UNIX stands for Uniplexed Information and Computing Service so the full proper name for GIMP is actually:

GNU’s Not Uniplexed Information and Computing Service Image Manipulation Program

RT @cyangmou@birdsite.link
A little tutorial on how to define a viewing-angle.
Having objects with overall correct viewpoint-proportions in 2D art will make everything feel a lot more solid.

DA: deviantart.com/cyangmou/art/Vi

#pixelart #gameart #gamedev #indiedev #gamedesign #tutorial #construction #perspective

twitter.com/cyangmou/status/10

RT @EtheringtonBros@twitter.com: Right, as we missed #SkillUpSunday while we were away, today is #SkillUpTuesday! Our first feature tutorial is on PAINTING GRASS in the GHIBLI STYLE by the very excellent STARFUR12 on Instagram (No Twitter account I could find)! #gamedev #animationdev #conceptart #digitalpainting

🐦🔗: twitter.com/EtheringtonBros/st

Now that looks interesting: Sublime Merge, a new git/merge client from makers of Sublime Text. sublimemerge.com/

Repost from birdsite: NVIDIA Turing arch whitepaper [pdf] nvidia.com/content/dam/en-zz/S

I am intrigued! Besides the headliner RTX and tensor-core stuff, there's a bunch of smaller features:
• Mesh shading
• Variable shading rate
• Texture-space shading
• Multi-view rendering
Details are still sparse; looking forward to seeing more.

New progress report! Talking about CPU calculated skeletal animations, GDNative improvements as well as some skybox rendering \o/

godotengine.org/article/gles2-

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