shows Island's rendergraph visualization, and the GPU accelerated 2D context.
Realtime, 240Hz.
#noai #wip #debugviewart #generative #handmade
shows Island's rendergraph visualization, and the GPU accelerated 2D context.
Realtime, 240Hz.
#noai #wip #debugviewart #generative #handmade
I would not have produced a tenth of the shaders I have without RenderGraph.
I think your point stands regarding general logic
I would not have produced a tenth of the shaders I have without RenderGraph.
I think your point stands regarding general logic
I'm thinking of setting up some sort of course (in both live and pre-recorded formats) to help devs familiar with coding and some 3D concepts get into technical art, covering stuff from simple shaders to more advanced effects with RenderGraph
I'm thinking of setting up some sort of course (in both live and pre-recorded formats) to help devs familiar with coding and some 3D concepts get into technical art, covering stuff from simple shaders to more advanced effects with RenderGraph
Is it really necessary?
At least give me some deep dive documentation for your arcane codepaths. Please.
Is it really necessary?
At least give me some deep dive documentation for your arcane codepaths. Please.
paper -> doi.org/10.5281/zeno...
NotebookLM -> youtu.be/oW687uZFEjo
#gamedev #rendergraph #vulkan #math #cpp #games #devlog #research #whitepaper #graphics
paper -> doi.org/10.5281/zeno...
NotebookLM -> youtu.be/oW687uZFEjo
#gamedev #rendergraph #vulkan #math #cpp #games #devlog #research #whitepaper #graphics
(and image attachment if Bloom{} is used)
for emissive renderables
in cat engine 0.5 "mittens"
let bloom_texture = Texture{}
RenderGraph {
Bloom {
// config
bloom_texture
}
EmissivePass {
// etc
}
}
T { R { bloom_texture } } // debug view
#gamedev
(and image attachment if Bloom{} is used)
for emissive renderables
in cat engine 0.5 "mittens"
let bloom_texture = Texture{}
RenderGraph {
Bloom {
// config
bloom_texture
}
EmissivePass {
// etc
}
}
T { R { bloom_texture } } // debug view
#gamedev
Having them in data/content leave users in both complete understanding and control of the said pipeline.
Having them in data/content leave users in both complete understanding and control of the said pipeline.
A nice example of "configuring system sets". Bevy uses a tag-like solution for configuring (and ordering) systems. You can operate on system sets themselves, including adding them to other sets to create a nested structure.
A nice example of "configuring system sets". Bevy uses a tag-like solution for configuring (and ordering) systems. You can operate on system sets themselves, including adding them to other sets to create a nested structure.
One of the relatively few casualties of the great render graph -> systems migration: render statistics. Whoops! The fix looks reasonable, but Jasmine has a complaint about the perf impact of an extra submit. Kicking back to the author for now :)
One of the relatively few casualties of the great render graph -> systems migration: render statistics. Whoops! The fix looks reasonable, but Jasmine has a complaint about the perf impact of an extra submit. Kicking back to the author for now :)
A simple cleanup PR after @charlotte.fyi yeet'ed render graphs. We don't have as much guff here, so the extra module structure is vestigal. Sure, that's fine. Simpler and fewer duplicated imports leading to a reduced line count. Merging.
A simple cleanup PR after @charlotte.fyi yeet'ed render graphs. We don't have as much guff here, so the extra module structure is vestigal. Sure, that's fine. Simpler and fewer duplicated imports leading to a reduced line count. Merging.
#Unity #RenderGraph #ShaderGraph #Shaders #indiedev #games #creativecoding
#Unity #RenderGraph #ShaderGraph #Shaders #indiedev #games #creativecoding
Morphologically-ee Circle Kernel Dilated Silhouette Edge Detection Outlions!
For Thick Sharp And Totally Not Extremely Expensive Outlines on 3D Objects.
Nice! Put a Sticker on it!
#unity #ShaderGraph #RenderGraph #indiedev #gamedesign #gamedev #shaders
Morphologically-ee Circle Kernel Dilated Silhouette Edge Detection Outlions!
For Thick Sharp And Totally Not Extremely Expensive Outlines on 3D Objects.
Nice! Put a Sticker on it!
#unity #ShaderGraph #RenderGraph #indiedev #gamedesign #gamedev #shaders
By: Mike on Thursday, December 4, 2025
By: Mike on Thursday, December 4, 2025
This is a LTS release (AKA, the one you should use if starting a new project) and it's got some great new features, especially for 2D #gamedev!
gamefromscratch.com/unity-6-3-re...
This is a LTS release (AKA, the one you should use if starting a new project) and it's got some great new features, especially for 2D #gamedev!
gamefromscratch.com/unity-6-3-re...