Slacker
Slacker @Minenat69 ·
Depth-of-field is a visual artifact that causes parts of an image to appear blurred while preserving focus on others. It's a phenomenon that also happens to our eyes, so I wanted to implement my own DoF in my engine to add a sense of immersion to the whole thing. #vulkan #engine
1
21
Ben Savadkin
Ben Savadkin @BSavadkin ·
"Wake up, make up your identity for just this day, And will you turn into a suit, or will you be a clown?, Walk out head first, Witnessing the copies of yourself, Take one out, Just to see how it splits into two new shells" Vulkan: The Visual Hex #Vulkan #ProgressiveMetal
8
Krishnan
Krishnan @krishnancrk ·
Replying to @krishnancrk
Why? A mesh with 34% inverted triangles might render fine in a preview, but it’s useless for physics. Pulse combines path-traced rendering with geometry diagnostics. #Vulkan/#Slang compute backend Runs on consumer GPUs (Linux/Win) Built for agentic 3D pipelines
1
27
druid
druid @progdruid ·
guess what this runs on now? i rewrote my entire engine from dx11 to #vulkan and made own rhi. and what are you doing on your weekends? #gamedev #indiedev
3
562
Mateusz Kielan
Mateusz Kielan @devsh_gfx_prog ·
We specialize working on custom and in-house Renderers (hire us). This is the presentation I wish existed for #DirectX 12 and #Vulkan about 10 years ago. Check it out if you want to have a fire-and-forget relationship with API object handles! youtube.com/watch?v=0hvLRs…
215
seamlessblend
seamlessblend @seamlessblend ·
Indirect Rendering + Frustrum Culling + LOD | vertex vs. index vs. instance data In this video, I talk about the difference between vertex, index (indices) and instance buffer. I also discuss changing the rate at which data is read. youtu.be/CMyB_aM-dm8 #vulkan #vulkanapi
15
Gor
Gor @thegorfather ·
Trying #Qt RHI and it just eats up 5 MILLION animated objects like a piece of cake on #Vulkan backend. Shaders are shading
30