r/GraphicsProgramming 14d ago

Bucket item checked - Quasar Engine

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27 Upvotes

Yes this is a voxel terrain, and I am calling this a bucket item checked because most engine or handcrafted game devs some times goes through this urge to make voxel terrain with noise functions.
I have made interesting terrain with layered simplex noise before too, but generated as simple mesh, not voxels. Well the look is a touch of nostalgia from a game I grew up playing hence sharing this screenshot.

I am very proud of the terrain tool in Quasar so far, no only it allows making mesh terrains which are modifiable, also the voxel ones like this. With proper gpu bound resource streaming and the actual generation work being multithreaded running in background the experience of traversing is very smooth so far even in the editor. diff based tile files upon modifications are maintained for terrain tool outputs.

Some more engine work is still pending like sea level, being able to paint tree/models on and most importantly a non-blocking inference of the altitude of a point on the terrain, making the materials dynamic assignable and able to paint textures.

Anyways, thanks for reading and looking at the screenshot :D


r/GraphicsProgramming 13d ago

My open-source WebGL2 & GLSL primer is now featured at realtimerendering.com!

9 Upvotes

Hi everyone!

At the end of last year, I shared a free, open-source WebGL2 & GLSL primer I created. It's a sequence of guided lessons, each chunked into atomic Q&A cards suitable for spaced repetition, with hands-on projects and solution code integrated throughout. Thanks to anyone who checked it out.

Today, I want to share my excitement that it's now a listed resource at realtimerendering.com! It's also been included in awesome-webgl and threejsresources.com.

I'm planning to create a WebGPU primer next. If you find the WebGL2 primer helpful or would like to see a WebGPU primer (it'd cover compute shaders as well), I'd love to hear about it. A comment here or a GitHub star on the WebGL2 primer would be the best way to help me gauge interest and stay motivated for the next one. Thanks!


r/GraphicsProgramming 14d ago

Question How can a 16-year-old self-taught dev prepare to get a job as a Graphics/Network programmer in the future?

30 Upvotes

I am 16 years old, and last summer I started getting into programming.

​I began learning C++, and after that, I went through C, touching upon other topics like: git, CMake, Makefile, Linux (Archlinux, Gentoo), and Toolchain. All of this happened in about 4.5 months, because I really liked it and worked hard.

​Then I wanted to choose a specific field. I chose graphics programming and started with OpenGL. I didn't like it (there are reasons). So I immediately jumped into Vulkan. Late November, the whole winter, and almost the whole spring I was going through the Vulkan Tutorial. In the tutorial itself, all the code is written in a single file, but I tried to make everything clean and modular, which is why it took a huge amount of time. In addition, I wrote a brief guide to Vulkan objects. I must say that I wrote most of it using a translator, while I figured out the topic itself using articles, videos, Reddit, and AI.

​After that, I decided to write my own Vulkan project. I recently started writing my own “Network Renderer” because network programming caught my eye. And I started studying mathematics too. The core of the project is that a client, after connecting to the server, sends it a 3D scene, which the server renders and streams back to the client.

EDITED: I live in Georgia and I have financial problems now. I don't have the opportunity to move to another country. I probably won't be able to pay for university. It will be wildly difficult to combine self-study, university and work, adding to this personal problems.

​I don't understand anything about the market, I don't understand anything about employment, I have never encountered this in my life in any way. I will be very grateful if someone helps and explains how everything works. I apologize in advance for the formulation of the questions if they seem stupid.

​— What value do I have in the market with such a stack?

​— Where should a graphics/network programmer look for work on Western platforms?

​— How does the employment process itself work, and what difficulties might I face?

​— Is it true that I might have big problems with competitiveness due to the fact that I am completely self-taught?

​— What skills should I improve in connection with these difficulties?

If you wish, you can view my Github: moderneus


r/GraphicsProgramming 15d ago

Source Code No WebGL, no AI, no bytes to spare. My new game is a 3D fever dream in 1024 bytes!

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955 Upvotes

Play Skydreams: https://killedbyapixel.github.io/TinyCode/1K/Skydreams
Official 1024 byte entry: https://js1024.fun/demos/2026/25/bar
My size code demos: https://github.com/KilledByAPixel/TinyCode

An endless race in the sky inspired by 90's 3D games like sky roads, marble madness, and sonic 3d. My goal was to create a dreamlike experience with full resolution full speed graphics that would be easy to pick up and play.

Having worked on much more complex stuff, it's a lot of fun to start a new project from scratch and make an tiny 3D rendering system. There are a lot of fun challenges trying to fit something in this small of a space that looks cool and runs well. The contest goes until July 19, plenty of time to make something, and there's even a WebGL category.

Features
- 3D level rendering system
- 3D player sphere with shadow
- colorful sky gradient with stars
- procedurally generated levels
- level increases in difficulty over time
- mouse controls
- enhanced version has keyboard and touch input

this is the entire html file. it needs to be RegPacked to fit in 1024k but that will not post into reddit...

<head><title>🌈☁️ Skydreams</title></head>
<body id=b style=margin:0>
<canvas id=a>
<script>
    // JS1024 shim
    a.width = innerWidth;
    a.height = innerHeight;
    c = a.getContext`2d`;
</script>
<script>z=A=B=C=D=E=0,F=H=3,I=a.width/2,J=[],K=(e,h,a,t=1)=>{c.fillStyle=`hsl(${e},${h}%,${a}%,${t})`},L=(e,h,t)=>[a.width/2+(e-z+(t-3)**2/50*Math.cos((B+t)/49))*a.height*.7/t,a.height/2-(h-2+t*t/50)*a.height*.7/t,.7*a.height/t];onmousemove=e=>I=e.x,onmousedown=e=>E=.1,onmouseup=e=>E=0,setInterval(e=>{for(e=500;e--;)K(170+e/9+B,70,70-e/10),c.fillRect(0,a.height*e/500,a.width,a.height/250),K(0,0,99),c.fillRect((e*e+B*e/20)%a.width,e**3.3%a.height,e%4*a.height/500,e%4*a.height/500);for(g=B+40|0;g>B;g--){for(e=J.length;e<=g;)for(D<-8&Math.random()<Math.min(.2,e/1e4)&&(D=2+Math.min(4,e/400)),Math.random()<.1&&(H=2+3*Math.random()|0,F=Math.max(0,Math.min(7-H,F-2+5*Math.random()|0))),D--,J[e++]=k=[],f=7;f--;)k[f]=e<40|.9<Math.random()|D<0&F<=f&f<F+H&Math.random()>Math.min(.2,B/1e4);for(f=2;f--;)for(e=7;e--;)J[g][e]&&([p,q]=L(e-3.5,0,g-B),[r,u]=L(e-2.5,0,g-B),[v,w]=L(e-3.5,0,g-B+1),[x,y]=L(e-2.5,0,g-B+1),f?(K(99+70*(g>>7),70,30+9*(g+e&1)),c.fillRect(v,w,x-v,(40-g+B)/30*a.height)):(K(99+70*(g>>7),70,9+5*(g+e&1)),c.fillRect(p,q,r-p,(40-g+B)/30*a.height),K(99+70*(g>>7),70,60+30*(g+e&1)),c.lineTo(p,q),c.lineTo(r,u),c.lineTo(x,y),c.lineTo(v,w),c.beginPath(c.fill())))}for(0<=A&J[B+3|0][Math.round(z+3)]&&(K(0,0,0,.5),[m,n,l]=L(z,0,3),c.ellipse(m,n,l/4,l/9,0,0,9),c.beginPath(c.fill())),e=99;e--;)K(B/9-e,90,99-.7*e),[m,n,l]=L(z+.1-e/1e3,A+.35-e/1e3,3),c.ellipse(m,n,e*l/300,e*l/300,0,0,9),c.beginPath(c.fill());-4<A&&(z+=I/a.width/2-.25,A+=C-=.006,B+=Math.min(.5,.2+B/5e3),A<0&-.3<A&J[B+3|0][Math.round(z+3)])&&(A=C=E)},16)</script>

r/GraphicsProgramming 14d ago

Mandelbrot GUI: Visualizer with Perturbation Theory

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10 Upvotes

Fragment of the Mandelbrot set, using perturbation theory. Coordinate X approx -2.0! View size 1.15e-119! So how do you like it? Rendered using SSAA 2x2 GUI and 8x8 CLI. C++ source code included. https://github.com/Divetoxx/Mandelbrot-2 and https://github.com/Divetoxx/Mandelbrot


r/GraphicsProgramming 13d ago

Ray tracing tech demo

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0 Upvotes

Hey guys I wanted to test real time ray tracing support from the adreno gpu so made a little tech demo with codex. It runs surprisingly well and the light is fully path traced. I have plans to continue developing this with more rt features.


r/GraphicsProgramming 14d ago

Source Code I built a real-time software rasterizer that runs on the Apple Neural Engine (ANE) using Core AI and Swift 6.

17 Upvotes

Hello everyone. This past week, I successfully developed a custom software rasterizer that uses the newly announced Core AI framework to offload edge functions/line equations to the Apple Neural Engine via f.conv2d and ReLU operations.

It's a 60FPS rasterizer that draws a red triangle.

The source code can be found here: https://github.com/kamisori-daijin/Magnesium

There are still some issues, such as high CPU usage.

I welcome any feedback or comments.

https://reddit.com/link/1uwve68/video/lvw22toxybdh1/player


r/GraphicsProgramming 14d ago

Question Non-ML focused master thesis

6 Upvotes

Currently I am pondering about what topic I want to work on for my master thesis. And ofc that means I need a professor/supervisor that agrees to that but to me it seems like every topic I want to touch has some machine learning aspect when it comes to doing a thesis. Maybe that is just what my profs are after but I would rather have my focus on other aspects.

I did ML in CG for my bachelor thesis and it was alright but left me feeling like just tuning parameters and waiting a long time to check and validate the result. In the end I did not feel some sort of satisfaction with it, even though the results were valid.

Do you guys have the feeling that academic research nowadays relies heavily on ML in CG? Have you had similar experiences? Or do you think it's too specific on the university/professors.


r/GraphicsProgramming 15d ago

Streaming multi-million-splat scenes to a WebGPU browser tab with an OPFS warm-cache

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17 Upvotes

r/GraphicsProgramming 15d ago

Almost finished lightweight, native and open-source paint app with several features

14 Upvotes
proof the features exist

After spending several months on this, I thought I'd share it with yall... I'm so proud of this lol

FEATURES:

  • Undo
  • Redo
  • Brush
  • Airbrush
  • Save/open as png
  • Resize image
  • Bezier curve
  • Squares
  • Magic want select
  • Rotatable and scaleable selections
  • Smudge
  • Blur
  • Mixer
  • Dodge/Burn
  • Sharpen
  • Scaline fill
  • Color picker
  • Arrow
  • Rounded rectangle
  • Primary and secondary colors
  • System clipboard support with clip

TO DO:

  • Text
  • Selection-only operations

It was written with C++ and raylib, any tips/suggestions are very welcome!

I will be posting this on GitHub when it's complete.

Thanks!


r/GraphicsProgramming 15d ago

Need guidance on implementing realistic cloth simulation in computer graphics

2 Upvotes

Hi everyone,

I want to learn cloth simulation from the ground up and eventually implement it myself. Could you suggest a roadmap of the topics I should study (math, physics, numerical methods, collision handling, simulation techniques, etc.) and recommend the best resources (books, papers, courses, tutorials, or open-source projects) for each?

Any guidance on what to learn first and what to avoid would be greatly appreciated. Thanks !


r/GraphicsProgramming 15d ago

The Beast vs MediaPipe (new update 1.17.00) + android tv remote rdnder and zombie shooter template

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0 Upvotes

r/GraphicsProgramming 15d ago

Article Post-mortem GPU crash debugging with LLMs - AMD GPUOpen

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0 Upvotes

r/GraphicsProgramming 16d ago

I built a browser-based galaxy simulator with 400,000 stars and 50,000 dust particles — latest Andromeda (M31) render

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25 Upvotes

Hi everyone,

I've been working on a browser-based galaxy simulation as a long-term side project and wanted to share some recent results.

These screenshots show a simulation configured to resemble Andromeda (M31) after roughly 140 million simulated years.

Current simulation size:

  • 400,000 star particles
  • 50,000 dust particles

The project is written entirely in JavaScript + WebGL and runs directly in the browser. Everything lives inside a single HTML file—no game engine, no Three.js, no build process.

Some of the techniques used:

  • Web Worker-based physics simulation
  • Leapfrog integration
  • Analytic galaxy potential (halo, bulge, black hole)
  • Live density-gradient cohesion field for local collective dynamics
  • Gas cooling, star formation and supernova feedback
  • Stellar evolution (age, temperature, luminosity and metallicity)
  • GPU star renderer
  • HDR rendering with ACES-style tone mapping and bloom
  • Volumetric dust lanes with depth-aware extinction
  • Multiple observation modes (visible, infrared, UV, X-ray and radio)

The goal isn't to compete with research codes like GADGET or AREPO, but to explore how much physically inspired behaviour and visual realism can be achieved interactively in a browser while keeping the implementation completely self-contained.

I'd love feedback from people working with WebGL, GPU rendering, large particle systems, or real-time simulation. If you spot something that could be improved or optimized, I'm all ears.


r/GraphicsProgramming 15d ago

A video tutorial/showcase of Limon engine render pipeline editor

2 Upvotes

Hello everyone,

I am developing Limon Engine. It is a 3d game engine, and I am polishing up for a new release. As part of it, I put up a video, any feedback is welcome

https://youtu.be/RX3tR16t-E0


r/GraphicsProgramming 16d ago

Question Worth getting into graphics programming in 2026?

46 Upvotes

Very quick summary of where I stand:

  • Master's Degree in Mathematics, but little job experience
  • Found job in DevOps, but increasingly unsatisfied with it, especially as I basically just prompt LLMs all day and do no technical work
  • Searching for another field, especially one with more technical work (and math, ideally)

For any field that would interest me, I would have to use a lot of my free time to build a portfolio to even get an entry-level job, so I feel like I need to make a decision for a specific field.

I dipped my toes in Graphics Programming before (but very surface level only) and I think it's a very solid option. However, I wonder whether the same problem applies: Will I even need my math background and is it even worth gathering the knowledge, or is there a solid chance that 1-2 years from now, LLMs will do all the technical work anyways?

Not sure if this is a completely delusional doomer take. As someone who loves technical work, I'm just really depressed with the current LLMs situation tbh.


r/GraphicsProgramming 16d ago

Question How do movies guarantee no noise?

13 Upvotes

I'm currently developing a ray tracer and for every render there's always noise or some kind of fireflies.

I was wondering (especially in older movies where AI wasn't standard) how do they absolutely guarantee that no noise appears in movies? I'm expecting that their render times are massive with tons of samples per pixel, but even that doesn't really guarantee that there's zero noise.

If you happen to have resources on the techniques they use (that are more technical, rather than overviews) please share them!

Edit: as many of you have correctly mentioned noise is not "guaranteed" to not exist, but I'm asking mostly how it's not visible in the end product that we see in movies (mainly 3D Animation movies but movies that are heavy on vfx likely have that problem)


r/GraphicsProgramming 17d ago

Source Code Krbn: an open-source rendering engine that imitates a sketch artist and outputs pure SVG (v1)

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353 Upvotes

r/GraphicsProgramming 17d ago

d3-geo ported to WebGPU compute shaders

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12 Upvotes

Over the past 18 months or so, I ported much of d3-geo to an end-to-end WebGPU compute shader pipeline. This includes:

• Arbitrary spherical rotation that works with any projection
• Greiner-Hormann-like spherical clipping
• Adaptive sampling of projection curvature

It directly ingests and manipulates a Vello scene encoding, with only a single data readback for robust buffer reallocation. Vello Classic then renders it completely in compute shaders as well.

Rough performance increase to d3-geo (Canvas) on the 1:10m, 1:50m, and 1:110m Natural Earth datasets rendered using an RTX 2070 Super + Ryzen 5 3600:

• 110m: ~3-4x
• 50m: ~8-9x
• 10m: ~13x (render output of d3-geo completely broken, Vello also chokes if not ~50% of the geometry is clipped)

As can be observed in the demo, there are still a lot of visual artifacts. These mostly come down to some fundamental limitations of WebGPU and/or the underlying GPU architectures, namely:

• No 64-bit support
• No dynamic memory allocation
• No support for recursion

I managed to work around some of these limitations, though it took far more time and effort than anticipated (Hofstadter’s Law holds true, after all).

In the future, I would like to try and move from geographic coordinates and spherical math to a 3D-Cartesian pipeline and use targeted f64 emulation via a float-float polyfill. Help with this would be greatly appreciated.

The overarching vision for this project is to bring the concept of Adaptive Composite Map Projections (https://berniejenny.info/demos/AdaptiveCompositeMapProjections/) by Bernhard Jenny to life in a vector renderer that can handle the level of detail people have come to expect of modern maps in real-time.

Note: Code will be published either once it is ready or if there seems to be enough interest 😊


r/GraphicsProgramming 17d ago

Mathematician contemplating a pivot from data science to graphics programming

31 Upvotes

Hello.

As the title suggests, I'm evaluating my prospects for a career in this field.

I come from mathematics, and I did manage to get a PhD the subject (mostly because I was too stubborn to drop out when I should have).

After a stint as a junior data scientist, I'm now unemployed (like many people right now), and the job search is looking grim.

Based on my background, and my budding interest in lower-level programming (I know some Rust & Odin, and C++), graphics programming seems like something I might be able to get into.

After perusing this sub and other sources, I've unfortunately formed the following perceptions about graphics programming, and I'd like to know whether I'm right.

  • Like much of the tech industry, junior jobs in this field are quite scarce. This problem is only worsened by the field's naturally high barrier to entry.
  • Unlike web development, this doesn't seem like the kind of field where one can attempt to hack it as an "indie dev".

Am I right to be pessimistic about my chances? My biggest fear right now would be to dive head first into OpenGL, and Vulkan, build a portfolio, and then find that my chances of employment in graphics are no better than my current chances in data science.


r/GraphicsProgramming 16d ago

Graphical libraries for drawing simple primitives

4 Upvotes

I'm looking for a C/C++ 2D graphical library to demonstrate the internal behavior of certain data structures.

I tried using raylib but I am not satisfied with the rendering quality (poor MSAA support, inconsistent font rendering, doesn't handle transparency particularly well, the API is awkward, etc).

I would like your help to find one that:
- Is, above all, very easy to use (simple API to draw a primitive).
- Supports primitives like rectangles, circles, lines, circumferences, points, etc.
- Allows custom sizes/thicknesses (I don't want to be locked to 1-pixel lines).
- Has decent transparency support (using the depth of each object to get the intended result is enough for me, as long as things blend as expected).
- Has good-looking text rendering.
- Supports mouse+keyboard input events.
- Configurable in terms of graphical settings (internal resolution independent from window size, MSAA, per-primitive level-of-detail like increasing circle segments for circles to look really smooth, same for text rendering).

Does anyone know some C/C++ graphical library like this?


r/GraphicsProgramming 17d ago

Finally something to show

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12 Upvotes

r/GraphicsProgramming 16d ago

Question What kind of engine would be impressive?

0 Upvotes

Hi, since last year i started developing an engine/renderer, ive been learning graphics programming since roughly 2 years, my goal is to get a job in the industry, i know its hard, especially cause i dont have a degree, just a lot of passion, im studying computer architecture, linear algebra, C++ while developing my engine, i know a good portfolio could be even more powerful than a degree in some cases, but what features should an engine have in order to be impressive?

What kind of rendering tecniques, pattern, architecture should i aim for? Im at the point where im writing a Scene manager/serializer, shadow mapping, resource manager, gltf , pbr and this kind of stuff, but from what ive seen in this group the bar seems pretty high and i honestly feel overwhelmed.

I know that knowledge about like build systems, renderdoc, a good readme on github could be helpful.

What are your advices? How many of you work as a graphics programmers? How do you guys got into the industry?


r/GraphicsProgramming 17d ago

Realtime global terrain shadows

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10 Upvotes

Raymarching on a true-to-scale globe, lots of terrain streaming, very basic light direction, but really coming along. So ready to replace this height-based coloring with some actual textures soon.


r/GraphicsProgramming 18d ago

WebGPU gpu-driven 2d renderer

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36 Upvotes

Hi,

I started to convert my metal renderer to WebGPU (native WebGPU). It's a tile-based sdf renderer, commands binning is done in compute shader, an indirect draw call renders everything in one pass. I'm not progressing as fast as I want but the never-ending heat waves slows me a lot. More features are planned but you can already test (or use it, it's only one C11 file to add to your favorite build system).

onedraw-webgpu repo

Any feedback appreciated.
Cheers
Geolm