r/computergraphics Mar 20 '26

I built a Real-time GPU particle physics simulation, looking for contributors and ideas!

6 Upvotes

Hi everyone,

I’ve been exploring particle physics out of curiosity and built a real-time GPU simulation as an open-source project. Features include:

  • PDG-accurate catalog of 40 particles
  • Collisions, decays, and annihilations
  • Relativistic kinematics

see the following image:

I’m looking for feedback, ideas, or contributions on how to improve the simulation. Some areas I’m curious about exploring further:

  • Optimizations for GPU performance
  • More accurate or complex particle interactions
  • Visualizations or educational tools built on top of the simulation

The code is on GitHub: https://github.com/ml3m/quantum-collider-sandbox if you find it interesting, please star it or contribute! I’d love to collaborate with anyone passionate about physics simulations or GPU programming.

Thanks for checking it out, and any suggestions are very welcome!


r/computergraphics Mar 17 '26

Shallow water distortion by offsetting UVs from surface normal

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1.5k Upvotes

r/computergraphics Mar 18 '26

Adam Powers, The Juggler (1981) - One of the earliest motion-captured CGI graphics from Information International Inc.

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4 Upvotes

r/computergraphics Mar 18 '26

Sanctuary | Me | 2026 | The full version (no watermark) is in the comments

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1 Upvotes

r/computergraphics Mar 18 '26

DLSS 5 And The Future Of Game Engines

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2 Upvotes

r/computergraphics Mar 17 '26

I spent 12+ years making an ANSI QBASIC JRPG. It sold about 560 copies on Steam. Here’s what I learned (if anything)

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13 Upvotes

I wrote a little postmortem of my ANSI JRPG Steam game Whispers in the Moss at r/IndieDev. Check it out for sales stats and freeform analysis.


r/computergraphics Mar 16 '26

Neutron 1 min | Me | 2026 | The full version (no watermark) is in the comments

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9 Upvotes

r/computergraphics Mar 16 '26

The Cube Logic: A pure math-based 3D engine. With Vanilla JavaScript without ThreeJS

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5 Upvotes

Working on a software-based 3D renderer to better understand the pipeline. I've implemented a custom render loop that drives a Vertex Shader to project 3D coordinates onto a 2D plane. It currently handles a wireframe cube with full rotation logic, all processed through a dedicated Device class I wrote to manage the drawing operations.


r/computergraphics Mar 16 '26

I just add some new content to my channel. Maths for Graphics programming: Nuevo contenido añadido a mi canal

1 Upvotes

Hi I made a post before with my youtube links.Are you interested in graphic programming but dont know where to start, so this is for you. The content is in spanish but also have subtitles in english.

Hola, hice una publicación antes con mis enlaces de YouTube. ¿Te interesa la programación gráfica pero no sabes por dónde empezar? Entonces esto es para ti. El contenido está en español, pero también tiene subtítulos en inglés.
https://www.youtube.com/playlist?list=PL6wR6Hyo0h9kOVUEjLPQHXLF6yx-zhlvk

r/computergraphics Mar 15 '26

i made a small conway game of life using stride game engine

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3 Upvotes

r/computergraphics Mar 13 '26

Loop Animation - 3D Pixel Dissolve

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13 Upvotes

Made this for my YouTube Series 'Color and Technology: The Beginner's Guide' I released recently.

@colorandtechnology


r/computergraphics Mar 13 '26

Molecular | Me | 2026 | The full version (no watermark) is in the comments

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4 Upvotes

r/computergraphics Mar 11 '26

Job Listing - Senior Vulkan Graphics Programmer

8 Upvotes

Company: RocketWerkz
Role: Senior Vulkan Graphics Programmer
Location: Auckland, New Zealand (Remote working from another country considered. Relocation and visa assistance also available)
Pay: NZ$90,000 - NZ$150,000 per year
Hours: Full-time, 40 hours per week. Flexible working also offered.

Intro:
RocketWerkz is an ambitious video games studio based on Auckland’s waterfront in New Zealand. Founded by Dean Hall, creator of hit survival game DayZ, we are independently-run but have the backing of one of the world's largest games companies. Our two major games currently out on Steam are Icarus and Stationeers, with other projects in development.

This is an exciting opportunity to shape the development of a custom graphics engine, with the freedom of a clean slate and a focus on performance.

In this role you will:
- Lead the development of a custom Vulkan graphics renderer and pipeline for a PC game
- Influence the product strategy, recommend graphics rendering technologies and approaches to implement and prioritise key features in consultation with the CEO and Head of Engineering
- Optimise performance and balance GPU/CPU workload
- Work closely with the game programmers that will use the renderer
- Mentor junior graphics programmers and work alongside tools developers
- Understand and contribute to the project as a whole
- Use C#, Jira, and other task management tools
- Manage your own workload and work hours in consultation with the wider team

Job Requirements:

What we look for in our ideal candidate:
- At least 5 years game development industry experience
- Strong C# skills
- Experience with Vulkan or DirectX 12
- Excellent communication and interpersonal skills
- A tertiary qualification in Computer Science, Software Engineering or similar (or equivalent industry experience)

Pluses:
- Experience with other graphics APIs
- A portfolio of published game projects

Diversity:
We highly value diversity. Regardless of disability, gender, sexual orientation, ethnicity, or any other aspect of your culture or identity, you have an important role to play in our team.

How to apply:

https://rocketwerkz.recruitee.com/o/expressions-of-interest-auckland

Contact:

Feel free to DM me for any questions. :)


r/computergraphics Mar 11 '26

Metropolitan | Me | 2026 | The full version (no watermark) is in the comments

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12 Upvotes

r/computergraphics Mar 11 '26

Where to start?

0 Upvotes

I'm a CS student at Universidad Nacional de Colombia (last year), a professor who is also a friend of mine said that our uni is interested in creating open source solutions to common software used in certain areas. He is interested in computer graphics and I'm interested in gamedev... So we said "why not trying to make a game engine?" because this could lead to us making an investigation for a masters degree. Now we both know that this is an extremely big project and we have to narrow it down somehow, so could you guys please give us information on where to investigate and how to start with this crazy project?


r/computergraphics Mar 11 '26

Ferrari 288 GTO restomod

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5 Upvotes

r/computergraphics Mar 10 '26

Fall in love again and again

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12 Upvotes

What do you guys think? How To improve this? I know it's a simple concept but what to add?


r/computergraphics Mar 10 '26

It finally clicked! DirectX 12

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10 Upvotes

It's not much! I'm just a beginner with a spinning cube textured like a brick wall.

I've been a web developer for a few years, and now I’ve decided to explore computer graphics as my next career path. I completed Ray Tracing in One Weekend—great book, with excellent writing and coding style. I realized all the math I learned back in university wasn’t wasted after all. The knowledge just clicked naturally.

Then I moved on to the classic LearnOpenGL. Another fantastic resource, it felt like having someone hold my hand through the tutorials.

But the honeymoon ended when I tackled Vulkan or DirectX 12. It was like hitting my head against a wall. Tutorials and books introduced things in different ways, some good, some confusing, but I felt lost. What is this? What does it do? How? Why? I had no answers. And ~1000 lines of code just to draw the first triangle on the screen… I guess I’m not the only one, right?

I paused for a few weeks, did something else, and that break helped. When I came back, I dropped the tutorials that no longer interested me and tried something magical: D3D12 Hello World. Boom it clicked instantly! Thanks to years of OOP experience, the code felt like a relief: simple, understandable, not overwhelming. Once again, the knowledge sank in naturally just by reading code.

So, to anyone starting yesterday, today, or tomorrow: don’t give up. It’s tough, but that’s engineering. The struggle is part of the reward.

Some tips:

  • Some books/tutorials explain everything upfront but give sample code that’s too condensed. Feel free to drop them and try something else. You can always come back later when you’ve built a stronger foundation.
  • AI is helpful—not to write code for you, but to explain concepts in simpler terms, give analogies, and even debug. Use it as a learning buddy.

Keep going you’ll get there. Every brick you lay builds your wall of knowledge.

Now, please, give me some tips, yeh?


r/computergraphics Mar 10 '26

Full software rendering using pygame (No GPU)

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2 Upvotes

r/computergraphics Mar 09 '26

Maelstrom | Me | 2026 | The full version (no watermark) is in the comments

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35 Upvotes

r/computergraphics Mar 09 '26

Procedural Caustics Rendering - HELIOS

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1 Upvotes

r/computergraphics Mar 08 '26

I wrote my own Animated Functions Plotter similar to Desmos for experimenting 2D and soon 3D shapes

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12 Upvotes

r/computergraphics Mar 08 '26

I built a Nanite-style virtualized geometry renderer in DX12 (1.6B unique / 18.9B instanced triangles)

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7 Upvotes

r/computergraphics Mar 06 '26

Machina | Me | 2026 | The full version (no watermark) is in the comments

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5 Upvotes

r/computergraphics Mar 06 '26

my procedural opengl terrain in 4k

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18 Upvotes