𝕷𝖔ï𝖈 🎮✨ (@devlucidum) 's Twitter Profile
𝕷𝖔ï𝖈 🎮✨

@devlucidum

29 | Rendering & Engine Programmer | ex-dropout.

Crafting a current-gen 3D game engine 🎮
Passionate about realtime VFX ⚡️ and pixel art 🖼️

ID: 1126264674343735296

linkhttps://painfulexistence.github.io/ calendar_today08-05-2019 23:16:38

775 Tweet

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𝕷𝖔ï𝖈 🎮✨ (@devlucidum) 's Twitter Profile Photo

Video 0: Experimenting with noise + particles Video 1: Finally got Sponza into my SDL3 GPU renderer🥹🥹🥹🥹 #graphicsprogramming #SDL3

𝕷𝖔ï𝖈 🎮✨ (@devlucidum) 's Twitter Profile Photo

Just open-sourced my voxel renderer written in Python. Since this project wouldn’t exist without collective intelligence (I mean YouTube tutorials and generative AI), I’m releasing it to the public domain. 👉Code: github.com/painfulexisten… Feel free to build on it or break it🫵😎

Just open-sourced my voxel renderer written in Python.
Since this project wouldn’t exist without collective intelligence (I mean YouTube tutorials and generative AI), I’m releasing it to the public domain.

👉Code: github.com/painfulexisten…

Feel free to build on it or break it🫵😎
mamoniem, et al. 🌹♠️🦷🌿 (@_mamoniem) 's Twitter Profile Photo

was looking for some slides, then stumbled upon this interesting repo/file: GPU Optimization for GameDev (md format) gist.github.com/silvesthu/505c…

was looking for some slides, then stumbled upon this interesting repo/file:
GPU Optimization for GameDev (md format)
gist.github.com/silvesthu/505c…
Matias 🧉 (@matinotfound) 's Twitter Profile Photo

🚀 We are releasing all the explorations from Vercel Ship 25, open source. Working with Vercel is always a good opportunity to experiment with cool tech; This year, we pushed the limit again. Made with Three.js & OGL Link, source, and articles below basement.studio

Xor (@xordev) 's Twitter Profile Photo

"Underpass" for(float i,z,d;i++<2e1;o+=.1*vec4(4,2,1,0)*d/z){vec3 c,p=z*normalize(FC.rgb*2.-r.xyy);p.x-=t,c=cos(p+sin(p.zzx*.3));z+=d=min(min(length(vec3(c.xz,max(--p.y,0.)))-.2,length(max(abs(vec2(p.y,c))-vec2(.2,c.y-.4),0.))),p.y+3.+.4*c.x*c.z);}o=tanh(o*o);

Emilio López (@redorav) 's Twitter Profile Photo

I have a new article! It took a long time but I think it was worth it, hopefully you'll enjoy it too. elopezr.com/the-art-of-pac… Many thanks to Vassilis Poulopoulos, Oguzhan Karakaya and Angel Ortiz for the help and encouragement

Radical Software (@radicalsoftwar3) 's Twitter Profile Photo

We are building a browser-based Terrain Generator Lab using Three.js. It's a real-time tool for procedural landscape generation. You can export normal/height/color maps, adjust noise params, and preview terrain as you go. Still a work in progress but here's a preview:

Sergei (@ihr4k) 's Twitter Profile Photo

If you as me, adore the Naughty Dog technology, this is for you There is an amazing proj - OpenGOAL, they maintain this repo: github.com/open-goal/jak-… There is goalc-simple project. This will let you see how their old Lisp dialect works. The dir name should be jak-project. Enjoy

If you as me, adore the Naughty Dog technology, this is for you
There is an amazing proj - OpenGOAL, they maintain this repo: github.com/open-goal/jak-…
There is goalc-simple project.
This will let you see how their old Lisp dialect works.
The dir name should be jak-project.
Enjoy
Mitchell Hashimoto (@mitchellh) 's Twitter Profile Photo

Really excited for this rewrite of Ghostty's rendering subsystem. Abstractions across Metal/OpenGL, lower memory usage, correct gamma correction on Linux, easier to add new features to both platforms. github.com/ghostty-org/gh… Amazing work by our subsystem maintainer Qwerasd. ❤️

Really excited for this rewrite of Ghostty's rendering subsystem. Abstractions across Metal/OpenGL, lower memory usage, correct gamma correction on Linux, easier to add new features to both platforms. github.com/ghostty-org/gh… Amazing work by our subsystem maintainer Qwerasd. ❤️
Codrops (@codrops) 's Twitter Profile Photo

We're starting the week with something special! Absolutely stoked to have the legendary Xor share how he builds entire worlds with nothing but math, code, and 280 characters! It's a rare look into the process behind some of the most iconic tweet shaders out there:

𝕷𝖔ï𝖈 🎮✨ (@devlucidum) 's Twitter Profile Photo

Proud to say I had a really productive week 🌟🌟🌟 Ported my GLTF rendering code from SDL3 GPU to Vulkan and Metal, implemented tiled light culling, and then added raytraced hard shadows. After all this time, I've finally entered the realm of modern rendering!

Nic Barker (@nicbarkeragain) 's Twitter Profile Photo

Over my career I've had two mindset shifts in particular that made me a much better programmer: 1. Instead of thinking about individual objects, thinking about groups of objects / bulk processing 2. Sticking to single type (homogenous) arrays, instead of heterogenous arrays

Ryo Lu (@ryolu_) 's Twitter Profile Photo

how can engineers (or anyone) get better at design? i get this question a lot. as someone who went from cs to design, here's a real path: start with systems thinking engs already get this. design is just systems for humans & our senses, instead of machines. read “thinking in

橋本卓磨 Takuma Hashimoto (@tkm_hmng8) 's Twitter Profile Photo

<Frozen> is now open source!😊 Try it out👉 github.com/takuma-hmng8/f… <Frozen>  // your r3f scene </Frozen> #threejs #r3f #WebGL #r3f #GLSL #shaders