In the tradition of @fabynou 's game engine books, Bas Smits (on X?) has made the comprehensive book on the Commander Keen games. Available free online and in print: forgottenbytes.net/
New recording and replay feature added to Box2D. Uses determinism to exactly reproduce the simulation from your game. Debug your game with all details including ray casts and other queries. Deterministic rollback too.
box2d.org/posts/2026/06/repl…
I'm happy to share my latest blog post.
In this post, I document how I implemented forward-mode automatic differentiation in my custom shading language and used it to drive mipmap selection in my offline renderer.
agraphicsguynotes.com/posts/…
github.com/Something-Mighty/… My Colleague Thomas Poulet (who is not on twitter anymore) just released a single header library to directly use a dxgi swap chain with vulkan on windows.
I recently gave a talk on parallel computing in video games at TU Dresden and OvGU Magdeburg, looking at the historical evolution of parallelism in game consoles, why graphics is easy and gameplay hard to parallelize. Had a great time doing it! youtu.be/xZjKragRQjc
Intel Open Image Denoise 2.5.0 is out with improved performance and lower memory usage on Intel GPUs with XMX and Intel CPUs with AMX-FP16, support for D3D/Vulkan semaphores, and some important fixes in the Metal backend: github.com/RenderKit/oidn/re…#IamIntel
DirectX 12 Agility SDK 1.721.0-preview has been released. Interesting to see texture layouts based on GUIDs added, next to the existing `UNKNOWN`, which may help texture memory compatibility between GPU and CPU or between different GPUs.
devblogs.microsoft.com/direc…
Visual Studio 2026 18.1-18.6 brings 416 C bug fixes, MSVC Build Tools v14.51, SPGO for easier runtime performance gains, a Debugger Agent that can autonomously reproduce & fix bugs, & Copilot tools with semantic intelligence for cross-file refactoring.
devblogs.microsoft.com/cppbl…
New Post: Adaptive Compute Tessellation. Taking the tess pattern from the previous post and turning it into a WebGPU demo.
filmicworlds.com/blog/adapti…
MSVC now supports Sample Profile Guided Optimization (SPGO). Collect hardware performance counter samples from your actual release binaries in production, then feed them back to the compiler for PGO-quality optimizations. No instrumented builds needed.
devblogs.microsoft.com/cppbl…
I'm a little late to the party on this one since it's from January, but I just read this great blog post by Jure Triglav walking through implementing surfel-based global illumination. It's got a bunch of really cool interactive toys/visualizers!
juretriglav.si/surfel-based-…
New Post: Triangle Tessellation with Clamped Parallelograms. The key idea is to use float tess factors like Dx11 tessellation but replace the pattern to be straighter and more stable. Also includes an MIT licensed web viewer for reference.
filmicworlds.com/blog/comput…
Just gave a talk on SIMD-accelerated data processing in C !
We push JSON parsing to ~14 GB/s single-threaded on a macBook, added C 26 compile-time reflection for zero-boilerplate (de)serialization, and brought blazing fast UTF-8/16 Base64 to browsers (16 GB/s).
Hardware keeps getting wider & faster, our code has to keep up.
Full talk youtube.com/watch?v=BBLDgsU7…
Joint work with lots of people such as @geofflangdale, @GeimanThiesen, @FUZxxl and @yagiznizipli
Visual Studio 2026 now defaults new C projects to use Windows Segment Heap for better protection against memory vulnerabilities, lower fragmentation, and improved performance under load. Existing projects can opt in per-target for both MSBuild and CMake. devblogs.microsoft.com/cppbl…
Here's an awesome new blog post by @MaximeHeckel on rendering realistic skies and atmospheres. There's a ton of really cool interactive widgets illustrating each of the steps; I highly recommend giving it a read and giving the interactive widgets a try!
New post 📝
A deep dive into a topic I wanted to explore for a long time: how to render a realistic sky and atmosphere
I explore everything from simulating the interaction of light with air, to handling sunsets, all in real-time, from ground to space
blog.maximeheckel.com/posts/…