Vulkan and Win32 APIs ready.
Time to mov some data 🔥
#Vulkan #Assembly #GameDev #EngineDev #Debugging #Handmade #LowLevel #masm64 #gametech #graphicsprogramming #vulkanengine
Vulkan and Win32 APIs ready.
Time to mov some data 🔥
#Vulkan #Assembly #GameDev #EngineDev #Debugging #Handmade #LowLevel #masm64 #gametech #graphicsprogramming #vulkanengine
translated Vulkan headers to MASM64 compatible assembly files using pyhon/libclang and the program runs:
https://github.com/IbrahimHindawi/masm64-vulkan/blob/main/tools%2Fvulkan_core.asm
its gonna be a long road to get the vulkan triangle, lots of infrastructure setup 🚧
#Vulkan #Assembly #GameDev #EngineDev #Debugging #Handmade #LowLevel #masm64 #gametech #graphicsprogramming #vulkanengine
So I'm rendering stuff in the following order:
1. Background image
2. Background fluid color, opaque
3. Sprites etc
4. Foreground fluid color, transparent
So where there's fluid, you should not see the background image, right
SO WHY DO I SEE A BACKGROUND IMAGE
Worse, if I remove the call to draw the foreground fluid, OR make the foreground fluid transparent, IT BEHAVES AS I EXPECT AND THE BACKGROUND IMAGE GOES AWAY
What the actual fuck
Particle Life simulation in browser using WebGPU
https://lisyarus.github.io/blog/posts/particle-life-simulation-in-browser-using-webgpu.html
#HackerNews #ParticleLife #WebGPU #Simulation #BrowserTech #WebDevelopment #GamingTech #GraphicsProgramming
I need feedback on my graphics project in C++
https://github.com/felyks473/Planets
Discussions: https://discu.eu/q/https://github.com/felyks473/Planets
Another day another chapter. I just uploaded chapter 4 lesson source code files
#learnopengl #graphicsprogramming #odinlang
https://github.com/kidando/learnopengl-odin
Just added Vulkan validation layers and debug callbacks to my assembly-based engine! Catching issues before they crash—because debugging raw x64 is fun, but not that fun.
#Vulkan #Assembly #GameDev #EngineDev #Debugging #Handmade #LowLevel #masm64 #gametech #graphicsprogramming #vulkanengine
27'000 Dragons and 10'000 Lights: GPU-Driven Clustered Forward Renderer
https://logdahl.net/p/gpu-driven
#HackerNews #GPURendering #GraphicsProgramming #GameDevelopment #TechNews
500 lines of pure x64 assembly.
Just to create a Vulkan instance.
No helpers. No C. No safety nets. Just raw MASM64 and the Vulkan headers.
This is what low-level graphics looks like when you go all the way down.
Next up: surface and device creation.
https://github.com/IbrahimHindawi/masm64-vulkan
#gamedev #vulkan #assembly #asm #masm64 #graphicsprogramming #lowlevel #handmade #baremetal #rendering #shaderdev #programming #devlog #indiedev #reverseengineering
And on that note, chapters 1, 2 and 3 are done. Just 6 more years to go. I mean chapters.
This project follows the learnopengl .org course but in odin.
#learnopengl #odin #graphicsprogramming
https://github.com/kidando/learnopengl-odin
Finally got it to work (using gltf)
#graphicsProgramming #odin #opengl
🐍 Ah, yes, the riveting world of mipmap selection: where GPU sampling becomes the new thriller 💀. If you enjoy reading grocery lists in excruciating detail, this one's for you! 🍞 Just make sure you've got a PhD in graphics programming and a magnifying glass handy. 🔍
https://pema.dev/2025/05/09/mipmaps-too-much-detail/ #mipmapselection #GPUthriller #graphicsprogramming #techhumor #detailedreading #HackerNews #ngated
I swear graphics programming is making me lose hair... fast! But progress is progress #opengl #graphicsprogramming #odin #odinlang
"Conquering FidelityFX FSR4 – Enabling the pretty pixels on Linux through maniacal persistence" -- https://themaister.net/blog/2025/05/09/conquering-fidelityfx-fsr4-enabling-the-pretty-pixels-on-linux-through-maniacal-persistence/
#FSR4 #GraphicsProgramming #AMD #Linux #RADV #Vulkan #Proton #vkd3d
Just implemented a flythrough camera in my 3D engine using OpenGL!
Wrote a blog breaking down how I handled camera movement, texture mapping, and coordinate transformations.
Check it out here: https://kshitijaucharmal.github.io/blog/scenewithcamera/
I've set up a Github repository to build Google ANGLE binaries for Mac (Metal), iOS (Metal) and Windows (D3D11) automatically.
These are going to be used with my engine Ceramic (using GLES3 for rendering), but other engine or game developers might be interested too ⬇️
And we're live! Getting #RayLib running in #Zig on #linux!
#Programming #OpenSource #DevelopInTheOpen #LowLevel #Low_Level_code #GraphicsProgramming #gamedev
Is it possible to make a bullet hell on a fragment shader?
Separated player light data from main lighting to prevent artifacts on the wall. These were caused by vertex shader interpolation. By isolating player data from the rest, no interpolation occurs between systems, eliminating those artifacts for good :)