#graphicsprogramming
That occlusion. This is super exposure boosted too. #GraphicsProgramming
November 7, 2026 at 5:03 AM
A forest this dense, running at an average of 130 FPS on an RTX 3080 at 1440p. 🌲

Toni Macaroni built a custom engine to render it, using voxel-based global illumination without hardware ray tracing.

www.reddit.com/r/GraphicsPr...

#gamedev #rendering #graphicsprogramming
November 6, 2026 at 5:04 PM
Special K low-latency frame limiter for old and new games

#retrogaming #retrocomputing #gamedev #graphicsprogramming
SpecialK tool makes old games feel like a BUTTERY smooth rendering
YouTube video by Randalmcdaniels
www.youtube.com
November 4, 2026 at 1:47 PM
Explore how AI depth estimation runs entirely on the GPU in real time with TypeGPU and M4 Pro hardware. Discover why human Authentors and structural Optimocracy matter for graphics. 🧠⚡

#TypeGPU #GraphicsProgramming #AI #Optimocracy #Authentor #AccountabilityByDesign #ZeroTrust
November 6, 2026 at 11:28 AM
First Person FPS Pac-Man for #Atari2600 and 7800 tech demo

#retrogaming #atari #demoscene #graphicsprogramming
First Person FPS Pac-Man for Atari 2600 and 7800
YouTube video by Atari Video Music Garage
www.youtube.com
October 30, 2026 at 5:09 PM
I've started #streaming on Twitch!!

I'm streaming #Godot #gamedev, how I'm learning #Rust and #WGPU, doing math assignments, and sometimes doodle!

I am very much a beginner, but I'm lonely nonetheless, and if anyone would like to tune in, I wold be beyond happy 🥺🥺🥺

#indiedev #graphicsprogramming
October 28, 2026 at 3:45 PM
October 26, 2026 at 8:17 PM
"How "The Adventures of Batman & Robin" on the #SEGAGenesis had possibly the most coding tricks of any 16-bit game"

#retrogaming #retrocomputing #demoscene #graphicsprogramming #programming #coding #sega #sgdk #megadrive
How this game rewrote the rules
YouTube video by GameHut
www.youtube.com
October 24, 2026 at 12:12 PM
Following my earlier post showing an early water graphics upgrade in #generalszerohour, #zerohourreforged 3.3.0 now includes those improvements.

In this video, I share the journey behind the upgrade: https://youtu.be/0lYRw-NHxtI?si=oLe_JzGVl_FA_5bO

#videogames #graphics #graphicsprogramming
October 25, 2026 at 1:28 AM
More polygons don't automatically mean better visuals.

Silhouette, screen-space detail, and rendering cost all matter when deciding how much geometry a scene needs.

How do you decide when additional geometry is worth the cost?

#GraphicsProgramming #GameDev
October 22, 2026 at 7:08 PM
The raytracer to end all my other raytracers. www.reddit.com/r/GraphicsPr...
From the GraphicsProgramming community on Reddit: The raytracer to end all my other raytracers
Explore this post and more from the GraphicsProgramming community
www.reddit.com
October 22, 2026 at 5:11 PM
Implemented Volumetric light scattering, improved my post-processing and upgraded classic 1975 Phong shading model to a custom hybrid version with better surface properties and added cascaded shadow maps to my OpenGL 3.3 engine.

#Gamedev #Indiedev #EngineDev #OpenGL #GraphicsProgramming #OdinLang
October 21, 2026 at 12:57 AM
I've made a simple ant simulation!
I wanted to try compute shaders on Godot for a long time, so I did! :^)

the ants are simple boids that also follow the "phenomenon" trails by sampling it's texture
🐜🐜🐜

#gamedev #indiedev #graphicsprogramming
October 15, 2026 at 5:40 AM
A Survival Crisis Z meets Hotline Miami experiment that shows how modern effects can make even placeholder pixel art sprites come alive.

Left - unlit
Right - lit with radiance cascades

#pixelart #graphicsprogramming #indiegamedev #radiancecascades
October 15, 2026 at 10:39 AM
California is home, but our work reaches far beyond the coast. 🌎

From real-time graphics and rendering technology to custom game engines and tools, The Forge builds technology for developers around the world.

⭐️: theforge.dev

#TheForge #GameDev #GraphicsProgramming
October 8, 2026 at 7:03 PM
Watching GI artifacts vibe to music. You guy little guys. #GraphicsProgramming
October 8, 2026 at 6:18 AM
New Vulkan Sample: Pipeline Binary. Learn how VK_KHR_pipeline_binary lets you capture, save and reload driver pipeline binaries to cut shader compilation hitches, with a built-in timing comparison.

docs.vulkan.org/samples/late...
#Vulkan #GraphicsProgramming #GameDev #GPU #programming
Untitled :: Vulkan Documentation Project
docs.vulkan.org
October 6, 2026 at 10:15 PM
Ancient Egypt running in Ptero-Engine, our custom game engine built at Pterosoft Studio.

More Ptero-Engine showcases coming soon.
www.youtube.com/watch?v=m2da...
#gamedev #indiegamdev #gameengine #rendering #graphicsprogramming #raytracing
Ancient Egypt in Ptero-Engine | Real-Time Graphics Showcase
YouTube video by Pterosoft studio
www.youtube.com
October 6, 2026 at 4:02 PM
October 3, 2026 at 4:17 PM
ant procedural animation!!
look at 'em go 🐜🐜🐜

#gamedev #proceduralanimation #graphicsprogramming #indiedev
October 3, 2026 at 2:04 PM