Tomasz Stachowiak

@h3r2tic@mastodon.gamedev.place
2.1K Followers
202 Following
75 Posts

Making Tiny Glade 🏰🌿

Rustacean 🦀 Torturer of GPUs 🔥

One half of https://pouncelight.games

Ex Embark, SEED, Frostbite, Creative Assembly

🙈http://h3.gd
hehim
Ray tracing, ray-marching, and GPU driven rendering all in one game? Surely this must be one of the AAA blockbuster games with a 25-people strong rendering team? No: It's Tiny Glade, and Tomasz will cover the rendering tech behind this amazing looking game in his talk "Rendering tiny glades with entirely too much ray marching". If you want to learn how to get pretty pixels on your screen, fast, this is just the talk for you!

It's not that often that you get to announce the future of GPU programming, but here we go -- I'll be talking about GPU work graphs in the "Advanced Graphics Summit" at GDC 2024: https://schedule.gdconf.com/session/advanced-graphics-summit-gpu-work-graphs-welcome-to-the-future-of-gpu-programming/903038

I'll be around at GDC until Thursday, if you want to say hello, catch up, question me about work graphs, or just take a walk, get in touch!

Why Attend | GDC | Game Developers Conference

GDC is the game industry's premier professional event, championing game developers and the advancement of their craft.

Game Developers Conference (GDC)
New Blog Post (post #256)
"Making Blue Noise Point Sets With Sliced Optimal Transport"
includes simple standalone C++.
https://blog.demofox.org/2023/12/24/making-blue-noise-point-sets-with-sliced-optimal-transport/
Making Blue Noise Point Sets With Sliced Optimal Transport

This post explains how to use sliced optimal transport to make blue noise point sets. The plain, well commented C++ code that goes along with this post, which made the point sets and diagrams, is a…

The blog at the bottom of the sea

🐌 This Month in #RustLang #GameDev for March 2023 is quite late but it still brings a lot of updates - 23 games, 4 engines, 9 learning resources, 11 tools, and 9 libraries - from various corners of our ecosystem that you may have missed:

https://gamedev.rs/news/044

This Month in Rust GameDev #44 - March 2023

Welcome to the 44th issue of the Rust GameDev Workgroup's monthly newsletter. Rust is a systems lang…

Rust GameDev WG

I wrote a little HLSL ray marcher while experimenting with contact shadows and lighting "reference mode" for Tiny Glade.

Here's the code if anyone's interested: https://gist.github.com/h3r2tic/9c8356bdaefbe80b1a22ae0aaee192db

Depth buffer raymarching for contact shadows, SSGI, SSR, etc.

Depth buffer raymarching for contact shadows, SSGI, SSR, etc. - raymarch.hlsl

Gist
lena | Morten Rieger Hannemose

Ethically sourced Lena picture

Finally, the most striking effect is at dusk. The bricks and rocks recover their hues, and the sickly orange overcast is gone. The sheep looks much healthier too.

I'm sure some will say that the orange and cyan looked better, and there's indeed nothing wrong with having such stylized looks 😄 It was all accidental though; those colors were emerging from a faulty image formation process.

We will need to revisit the lighting and grading in order to make it look a bit more exciting, but this time we have the necessary control and (more) sanity in the color pipe.

The difference at night is subtle, and mostly visible in the sky, which once again loses its inexplicable cyan shift.