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Latest Graphics Activity

scruthut
September 28, 2024 09:45 PM

I just prefer to use 4.5 code for my glsl cause i got a book on shaders (shader cookbook( and that coveres it very welll, but I also read the red book. was a neat expeirence… to say the least.

1,149 views
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Phanama 0.1 release [mmorpg,server hosted!]

Hello,

I'm developing a new indie game called, 'World of Phanama'.
It's a mmorpg.
Now is the first release (version 0.1), a game server is already hosted!
 

DOWNLOAD:

https://thrium.codeberg.page/phanama

best regards,
thrium

4,768 views
Per Render Pass Resource Binding (Vulkan)

Hello,
I'm trying to write resource binding related code for my Vulkan rendererr.

The idea is there are a few static descriptor set layouts, and a few descriptor sets.
Each descriptor set contains data based on how often the data needs to be updated.
Like this: https://zoo.dev/blog/vulkan-resource-bind…

4,014 views

I forgot to set the handle to HDC.  Once resolved the code works fine.  Thanks for the help and the input.

3,207 views
LOD selection issue

I've used progressive lod only with storing clusters directly in nodes, not groups of clusters.

I'm not sure how do you want to work with group of clusters there (or how that works in general) - the problem with DAG for LOD is that once you include single child of a parent - you have to exclude ALL …

10,374 views
DevDylan98
March 14, 2024 03:24 PM
Good graphics are hard to get, but are they better?
Whispers of West Grove (2024) - An empty hallway left in disrepair. AAA Workflow with Indie Resources

I recently took this photo a few weeks back to mark the moment I achieved peak graphics quality for my game. It might not look very impressive when compared to some amazing projects by others, but …

5,186 views
sanjeevmansotra
September 25, 2023 05:25 AM
A RPG for the N64 or the GBA? | Sanjeev Mansotra

Hello, I'm Sanjeev Mansotra so getting into game development in C, and I really want to make an RPG, but I can't decide to either make it on the N64 or the GBA. I like the N64 graphics, but the GBA is easier to make, and I could also make a 3D game on the GBA (it just won't look amazing). I would l…

2,941 views
ImplodeGames
April 09, 2023 07:15 PM
Zengine - Game engine editor and Render-Scene Graph

Following up from the previous blog post about the Java engine or “Zengine” that I'm developing with my friend. I was contemplating how to go about implementing an editor build or rather multiple build types for editing and for a game. After doing some brainstorming I've figured out how to implemen…

4,849 views
enigma_dev
March 12, 2022 03:13 PM
DevBlog 18 - Instancing vs Batching Graphics Optimization



Using profiling to inform coding decisions; a real life example.  

To start off, I added the ability for ships to respawn. Giving some forgiveness if the player dies.

That works by adding a spawn component to the entity that needs to respawn fighter ships.

When respawning, you need to know how lo…

10,797 views
enigma_dev
January 09, 2022 10:47 PM
DevBlog 12 - Rendering Planets and Stars Without A Skybox


I've created a starfield environment to give the game some life.

no longer do you have to fly around in pitch black, getting lost in the void.

now there are stars, planets, and a local sun.  

the fighters are now lit via the local star's direction vector from the origin.

the planets are also lit f…

11,261 views
The Bright Side of Ray-Traced Global Illumination

[Recommended: read the original blog post "Unity ray-traced global illumination" for proper interactive content]

Let's get back to ray tracing with global illumination in Unity. Discover what global illumination is and choose the better fit for your game:

  • Baked GI
  • Screen-space Raster GI
  • Screen-Space Ra…
17,687 views
5 Signs You Need Ray-Tracing Now

Developing your game in Unity? Then you need to pay attention to 5 signs that reveal you should to move into Ray-tracing.

Let's celebrate this new series on Ray-tracing in Unity here at The Gamedev Guru.

Woohoo!

Ok, that celebration will do for now.

In this new series, you will learn how to craft high…

9,985 views
IvanEfimov
June 29, 2020 06:45 PM
NeoAxis Engine, 3D and 2D game engine, switched to a new royalty-free, open source license

NeoAxis Group Ltd announces that it has changed the licensing scheme of its flagship product NeoAxis Engine, an integrated development environment with built-in 3D and 2D game engine. Now the product is distributed under a license, which has no any royalties. Also, full source codes for the product…

8,461 views
Is It Really Worth to Mesh-Bake Your Assets? I Asked Ian Deane (Interview)

Today, I had the pleasure to interview Ian Deane.

Ian is the developer behind Mesh Baker, the famous Unity asset that lets you drastically reduce your draw calls so your game runs at substantially higher frame-rate.

Welcome Ian!

* Disclosure: some affiliate links here and there


Quick Navigation

1. Coul…

13,960 views
khawk
April 24, 2020 07:42 PM
SIGGRAPH 2020 Goes Virtual

SIGGRAPH 2020 announced today that due to the COVID-19 pandemic, the event will be moved to a virtual conference format.

Citing the concerns about the health and safety of conference participants as well asa recent news that the Walter E. Washington Convention Center has been designated a future alt…

4,439 views
How to Stop the Spread of Overdraw (Before It Kills Your Game)

There is a single thing that has killed the GPU performance of thousands of mobile games: the famous Unity Overdraw. Do you know what overdraw is and what is doing to you?

Don't let overdraw ruin your game...

Prepare for it.

In this post, you will:

  • Learn what overdraw is and how it destroys your game'…
13,929 views
khawk
March 24, 2020 05:27 PM
NVIDIA Announces Nsight Graphics 2020.2

NVIDIA has announced Nsight Graphics 2020.2, adding a number of features that expand functionality for Vulkan and making improvements to developer workflows for Microsoft Visual Studio users.

Features include:

  • GPU Trace for Vulkan based applications, making it now possible to get primary and seconda…
5,439 views
khawk
March 10, 2020 11:09 PM
RenderDoc 1.7 Released

RenderDoc 1.7 is out with Python API changes, improved capture performance for Direct3D 12 programs, better handling of queue ownership transfer barriers in Vulkan, support for Vulkan's KHR_shader_non_semantic_info extension, and dozens of bug fixes across the board. RenderDoc 1.7 also brings a glo…

6,182 views
IvanEfimov
March 05, 2020 12:43 PM
NeoAxis Engine 2020.1 Released - Full 2D game engine, completed game framework, improved Builder 3D

NeoAxis company releases a new version of NeoAxis Engine, an integrated development environment with built-in 3D and 2D game engine. The environment can be used to develop all kinds of 3D and 2D projects such as computer games, visual trainers, VR systems, to visualize processes and develop windowe…

5,858 views
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