NEW on We
Open Source
Jim Hall dives into DOS graphics with a simple C program that draws Sierpinski’s Triangle using just a few lines of code. No toolkits. Pure retro joy.
https://allthingsopen.org/articles/intro-dos-graphics-programming
NEW on We
Open Source
Jim Hall dives into DOS graphics with a simple C program that draws Sierpinski’s Triangle using just a few lines of code. No toolkits. Pure retro joy.
https://allthingsopen.org/articles/intro-dos-graphics-programming
You ever go down a soft body physics academic papers rabbit hole?
In standard C, without architecutre-dependent intrinsics, what is the most performant way of unpacking a 32-bit 8-bpp RGBA value into a 64-bit 16-bpp RGBA value? I need something that will CLEARLY compile into a SIMD instruction, but in standard C.
Question for Vulkan people: Is it possible to usefully use vkCmdDrawMeshTasksIndirectEXT? gl_InstanceIndex seemingly isn't available in task or mesh shaders so I can't figure out how the shaders are meant to know which instances they belong to
Am I missing something here?
#vulkan #graphics #graphicsprogramming #3dgraphics #gpu
I published the source for my simple software rasterizer written in Rust here: https://github.com/mdesmedt/swraster-viewer
It's far from perfect, and I haven't even done any performance analysis on it, but I'm happy with releasing it in this initial state. Maybe I'll get to adding texturing support to it at some point as that would be fun.
I need feedback on my graphics project in C++
https://github.com/felyks473/Planets
Discussions: https://discu.eu/q/https://github.com/felyks473/Planets
500 lines of pure x64 assembly.
Just to create a Vulkan instance.
No helpers. No C. No safety nets. Just raw MASM64 and the Vulkan headers.
This is what low-level graphics looks like when you go all the way down.
Next up: surface and device creation.
I've set up a Github repository to build Google ANGLE binaries for Mac (Metal), iOS (Metal) and Windows (D3D11) automatically.
These are going to be used with my engine Ceramic (using GLES3 for rendering), but other engine or game developers might be interested too
Shader Programmers:
Are vector ops more efficient than scalar (ie if I add two float4s is that the same cost as adding two floats) or did that stop being a thing 15 years ago?
Me after realizing why my depth write wasn't working:
(Yes, I forgot to bind a depth attachment to the frame buffer)
AoS vs SoA in practice: particle simulation -- Vittorio Romeo
https://vittorioromeo.com/index/blog/particles.html
Discussions: https://discu.eu/q/https://vittorioromeo.com/index/blog/particles.html
It's been a while since I last showed the progress on my #audio waveform viewer here. The waveform display widget itself is slowly reaching quality levels I'm happy with - switching from software rendering to #OpenGL has really worked wonders for both the speed and the quality of the waveform rendering.
Now I just gotta write the rest of the app around it...
After some serious brainstorming, figuring out poorly documented APIs, searching for workarounds and general #programming related troubleshooting, I've come to the realization that if the framebuffer of the GlArea widget in #gtk can't for the life of me support MSAA, then I can just render to another framebuffer that does and blit the result back to the main framebuffer. As a result, my waveform renderer now looks smoother than ever
C++ library for OpenGL objects with DSA in mind (documentation coming soon)
https://github.com/SeaRiddleGames/graphics-module
Discussions: https://discu.eu/q/https://github.com/SeaRiddleGames/graphics-module
I went out of my way to get this copy of GPU Gems from the Internet Archive onto my e-reader and have it look good. It took me three days of messing around.
https://archive.org/details/gpugemsprogrammi0000unse
This device would be landfill if it weren't for KOReader, which renders pages ten times faster than the official app.
FOSS 2D graphics editor written in Rust, Graphite, posts its year in review and preview of 2025
https://graphite.rs/blog/year-in-review-2024-highlights-and-a-peek-at-2025/
Discussions: https://discu.eu/q/https://graphite.rs/blog/year-in-review-2024-highlights-and-a-peek-at-2025/
mfw DirectX doesn't have proper line rendering
no glLineWidth()
no GL_LINES_SMOOTH
just ugly lines
this explains a lot
The word "Shader" keeps bugging me. Like, I can imagine why it's called that way historically, but it's way more than just to put shades on stuff (or even manipulate single entities). Yet my head can't unlink that connection when I see the word, I immediately got the picture in my head of a plain 2000's 3D era rock that gets upgraded to a 2024's 3D era rock.
Is it just me who's bugged by that? Or is it perhaps due to English not being my native language?
#GameDev #Shader #GraphicsProgramming
Progressive Path Tracer | C++ | ImGUI
Discussions: https://discu.eu/q/https://youtu.be/ZWx8FC_pkAI