We're making good progress on bindless. Together with features that we added recently (bufferView, immediates, let-assign handles) or are in progress (atomic 64 bit, multiDrawIndirect) they form a package for GPU-driven rendering with WebGPU!
3/3
We're making good progress on bindless. Together with features that we added recently (bufferView, immediates, let-assign handles) or are in progress (atomic 64 bit, multiDrawIndirect) they form a package for GPU-driven rendering with WebGPU!
3/3
It's done! My beautiful and optimized wasm/webgpu quake port is live! https://c0de517e.com/EXTERNAL/IRONWASM/index.html
Graphics Programming weekly - Issue 451 - August 16th, 2026 https://www.jendrikillner.com/post/graphics-programming-weekly-issue-451/
A Texture Lookup Approach to Bézier Curve Evaluation on the GPU
https://jcgt.org/published/0015/02/01/
New published paper!
The premise is that you can offload polynomial evaluation to the texture sampling unit, which can be useful for improving execution times if you are compute bound.
Readers of my blog may remember this from ~10 years ago. It has been improved with Seiler interpolation to be able to do higher order curves in lower dimensional textures.
After a great response from Chris Giles, one of the authors of the AVBD paper, a new +>100% performance boost for the #WebGPU physics engine just landed on https://github.com/jure/webphysics Thanks Chris!
INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS
finally done
I’ve made lots of progress made on my cozy building game: 🌳🏡Island Architect🏡🌳. Therefor time for a new gameplay collage for #screenshotsaturday! #indiegame #gamedev #indiegamedev
Here's a quick peek at the new lighting in Island Architect! Feels really nice to see the lighting react as you build houses, edit the terrain or watch time pass. The new solution has bounced lighting and reflections, all without relying on ray tracing hardware.
meshoptimizer 1.1 is out!
Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements, it's a big release! Meshlet codec is heavily optimized for CPU decompression and output can be compressed further with Zstandard; opacity micromap rasterizer outputs hardware ready data representation and is fast and easy to integrate.
Boosts and repository stars are welcome! Like and subscribe!
My erosion filter is out! Video, blog post, and shader source.
It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks.
Explainer video:
https://www.youtube.com/watch?v=r4V21_uUK8Y
Companion blog post:
https://blog.runevision.com/2026/03/fast-and-gorgeous-erosion-filter.html
trying some fun relativistic warp effects
Hello darkness, my old friend,
I've lost my triangle again.
Were the vertices all meeting?
Do the stencil ops need tweaking?
Did the whole thing,
Get removed by a backface cull?
Or was it null?
Oh no it's just behind us.
(by Paul Malin: https://bsky.app/profile/p-malin.bsky.social)
I think I've finished the first version of this thing! 🤩
Meet 🔷Polyhedria🔷: a tiny in-browser sandbox that allows you to build funny stuff by joining together various (mostly-)uniform polyhedra!
WATER
SIMULATION
IS
WORKING!!!
It's extremely non-optimized, and there are still some glitches, and of course the rendering is very temporary, but IT'S WORKING!
tee hee :)
After nine (nine!) years of development, meshoptimizer has reached its first major version, 1.0!
This release focuses on improvements in clusterization and simplification as well as stabilization; almost all experimental functionality added in past releases is now stable. Here's a release announcement with some more details on past, present and future; please RT!
https://meshoptimizer.org/v1
When our first kid was born, I realized I was going to lose a lot of time doing... _nothing_ (baby napping somewhere, waiting for kid to come out of some activity...), so it'd be neat if I had a way to code from anywhere, without having to carry my laptop.
So I thought: can you make a keyboard you can use while standing, and that you can attach your phone to?
Didn't have time to fully go for it back then (having a small kid). But now I do!
Here's test 5. Still not soldered. Hopefully next one
Added a few more bells and whistles:
- Simple particle explosion
- depth buffer / z "height" (right-handed, z-up ftw, even in 2D)
- UV stencil (useful for healthbar etc)
- drop shadows
All one shader right now. L8r I'll create variants for common combos if needed for perf.
Should be all I need for now! Back to the game..
(Kudos to @endesga for the palette)
Tada: an 'infinite' map.
This simple 2D circular indices scheme means I can traverse an endless integer grid with a fixed number of chunks. When moving, there's always one "slab" that falls behind and is recycled for the front.
Prng seeded w/ the chunk coordinates means if I revisit the same location the map chunk will regenerate the same.
I'm tempted to generalize this for other grid types (hex, triangle) and patterns (circular vs square), but I'll resist for now..