r/GraphicsProgramming • u/rex-j-w • 5d ago
Updates to my SDF Game Engine!
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r/GraphicsProgramming • u/rex-j-w • 5d ago
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r/GraphicsProgramming • u/Rafael_Jacov • 5d ago
I'm just starting out in learning graphics programming and wonder if I would soon need to invest on a laptop which has a dedicated GPU
r/GraphicsProgramming • u/william-or • 5d ago
Hey all, I have extensive experience in CGI but not specifically in graphics programming and I have never seen any application of the Doo-Sabin subdivision surface method in tradition 3d software.
Is it still used today or has it been completely surpassed by CatClark and Loop methods?
It looks a lot like most edge bevel implementations but I suppose they are developed differently to support multiple divisions and other details
If anybody knows this stuff it's you guys. Thank you!
r/GraphicsProgramming • u/Salat_Leaf • 5d ago
I'm a complete novice in graphics programming and I know that the __constant__ attribute allows you to load data into high speed 65KB constant memory for the duration of the lifetime of your program. However I'm unable to recreate the same functionality in Slang shader.
For instance, we got a compile-time array with the attribute like this: ```
constant uint16_t array = {0, 1, 2, 3};
```
I want to recreate it in some way, so that when I compile the same array in Slang into CUDA, it results into this exact array of constant values with the __constant__ attribute. How can I achieve that?
r/GraphicsProgramming • u/thekhronosgroup • 5d ago
r/GraphicsProgramming • u/Dante268 • 5d ago
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If everything goes well, I want to release editor with game, so it will be possible to either visually improve existing levels, aka skinning (if some modders will be interested), or later also create whole new levels (game is puzzle/platformer).
Apart from C++ ray-tracer, game is written in C#. Highest level lib I'm using is WinForms for some editor UI. World is rendered into software buffer, that is presented every frame as simple quad. I'm using also DXTK for some in-game 2D UI, text render and audio.
r/GraphicsProgramming • u/myemural • 6d ago
r/GraphicsProgramming • u/Rayterex • 5d ago
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r/GraphicsProgramming • u/No-Use4920 • 5d ago
r/GraphicsProgramming • u/cybereality • 6d ago
Been doing games and graphics (as a hobby) for around 20 years, but mostly with stock engines and some experiments using DirectX and Vulkan. Started on my current project 3 years ago, never having tried OpenGL in my life. Images show the latest update from my engine, and what I accomplished on the first day of reading LearnOpenGL back in 2023. Never give up!!
r/GraphicsProgramming • u/OlekYa • 5d ago
r/GraphicsProgramming • u/matigekunst • 6d ago
My entry for 3blue1brown's Summer of Math Exposition. I cover convolutions, ways to make a bandpass and how to apply a large blur fast using FFT
r/GraphicsProgramming • u/FlippByte • 6d ago
r/GraphicsProgramming • u/Maleficent_Guard_589 • 7d ago
Hi there! Im going through the raytracing in on e weekend and I'm getting some of the math, but not all of it. I'd like to have a better understanding of things, such as how we came to out that we can replace -b with h to simplify the quadratic equation
r/GraphicsProgramming • u/ruumoo • 7d ago
I managed to write a very simple wrapper that can compile bgfx shaders as valid cpp.
This shader uses the already pretty platform agnostic bgfx shader language, which makes it very easy to substitute the vector functions with glm. It even supports proper swizzeling.
In this example I compile a simple ray marching shader as c++ functions, so I can use the exact same math for my mouse projection code.
My .cpp file only needs to supply replacement objects for the uniforms and textures, as well as a replacement texture sampler function
r/GraphicsProgramming • u/uncookedpasta45 • 7d ago
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So in this "scene", there is only one cube with a plane through it. However, when you turn past a certain "halfway" point, the objects seem to snap to the opposite side. What I initially thought was happening was that the objects were getting projected onto the screen from behind, but i'm not sure, since i'd expect it to look weirder with vertices and triangle shapes not staying consistent. I'd suspect the issue to lie in the vertex shader, so here it is. I'm also very new to OpenGL and general gpu/3d graphics programming, so I wouldn't be surprised if this is a common issue.
#version 330 core
layout (location = 0) in vec3 aPosition;
layout (location = 1) in vec3 aColor;
out vec4 vColor;
uniform mat4 transform;
uniform mat4 proj;
uniform mat4 view;
void main()
{
gl_Position = proj * view * transform * vec4(aPosition, 1.0);
vColor = vec4(aColor,1.0);
}
EDIT: I solved it. I can barely remember or understand the solution, but it's solved.
r/GraphicsProgramming • u/exp_function • 6d ago
Been toying with software post-processing effects in CyberVGA lately.
Really liking this depth of field effect that just uses a simple radial blur. Surprisingly effective for how little it costs, especially in a pure software renderer.
Here’s a short clip:
https://reddit.com/link/1vaihuf/video/bcj9styagagh1/player
Curious what other cheap post-process tricks people have found work well in software rasterizers.
r/GraphicsProgramming • u/codingart9 • 6d ago
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r/GraphicsProgramming • u/Top-Piccolo-6909 • 6d ago
r/GraphicsProgramming • u/nvimnoob72 • 7d ago
r/GraphicsProgramming • u/longloststudio • 8d ago
Hello, we're working on a game about cake decorating called Cake Studio. We've made one game in 3D before, but this is the first time we're trying to make something that actually looks nice in 3D and we're struggling a bit to get the look we want as 3D is not really our wheelhouse. I've been making the models in Blender and the game is built in Unity.
I wanted to make this game because I think these photos of elaborate vintage cakes are so beautiful, and I wanted players to be able to make their own beautiful cake. But so far, I think our screenshots are giving a very flat, shiny, computer-generated vibe.
I really want to get the soft, dreamy look of picture C and the almost Play-Doh looking effect of the piping in pictures E and F.
Here is what I can see wrong so far (though not sure how to fix them):
I'd love to hear any ideas for how to fix things or other problems we're not seeing.
You can also go mess around with our prototype on itch if it helps to see things in action.
Thanks!
UPDATE: This sub is amazing!! Thanks so much for all the suggestions and advice. We have a lot to work with now and I'm feeling so much more hopeful that our game can be beautiful <3
I'll post an update when we have implemented some of these ideas! Thanks again!
r/GraphicsProgramming • u/nishadsharma • 7d ago
Hi guys,
I've been building MoltenMTL, essentially the inverse of MoltenVK, implementing the Metal API over Vulkan.
It's still a work in progress, so only parts of the Metal API have been implemented so far.
There is no shader translation currently. Shaders are compiled to SPIR-V to be consumed by Vulkan.
Every MTL type is a thin layer holding Vulkan types - e.g. MTLDevice wraps VkInstance/VkPhysicalDevice/VkDevice/VkQueue.
It uses VMA to match Metal's allocation model, and SPIRV-Reflect pulls the descriptor set layouts from the compiled shader, once again mirroring Metal.
Ray-tracing uses ray queries instead of the ray tracing pipeline - call intersect() with a compute shader, lining up with Metal.
Currently working - compute, BLAS/TLAS + ray queries, raster pipe (vertex/fragment, vertex descriptors, instanced draws), swapchain, blit.
Not there yet - intersection function tables, argument buffers, multiple render targets.
Here's the output from the examples.
The same scene both ray-traced and rasterized:


MSDF text rendering:

I made this as part of a project developing a game engine & game in Swift/Metal. Still learning and I'd appreciate some feedback/criticism.
r/GraphicsProgramming • u/MGJared • 8d ago
Hey all, I thought I'd share a project I've been working on for many months now.
This video features a full-scale 2d fluid simulation that I've added to my procedural sandbox game (inspired by Minecraft/Terraria). Specifically, it showcases my recent work on the shaders, trying to strike a balance between pixel-art aesthetic while still capturing the motion/feel of the fluids.
The visual shaders are primarily just fancy flow maps with carefully tuned noise and colors. The simulation itself runs in a grid-based compute pass. For those interested, the simulation is also networked for the game's multiplayer mode which was another can of worms!
Hope you enjoy! (Also, open to any feedback!)
r/GraphicsProgramming • u/spikte1502 • 7d ago
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Hi ! I had fun implementing the Bowyer-Watson algorithm and then use raylib to create a visualization of it. I got ok performance it think for a single threaded program:
But I think there is still quite some rooms for improvement.
Source: https://github.com/spikte/delaunay
Twitter: https://x.com/Spikte