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Apr 22
Check out the incredible work by N'yog Sothep! They’ve developed Real-time Smoke Solver v2.0 in Three.js, hitting a smooth 60FPS even on a GTX 1050 Ti. A masterclass in web-based fluid simulation. 💨🔥 #threejs #webgl #graphicsdev
Real-time Smoke Solver v2.0 in There.js 60FPS on GTX 1050 Ti #threejs
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🎉The LunarG talks from Khronos' inaugural Shading Languages Symposium 2026 are now available! Dive into: Opening Keynote: 'GLSL: Origins, Observations, and Opportunities' by Randi Rost 'The glslang Compiler: The Present and Future' by Arcady Goldmints-Orlov 'Instrumenting SPIR-V for GPU Validation' by Spencer Fricke Slides ready for download – catch up on GLSL history, compiler updates, SPIR-V validation, and more! lunarg.com/lunarg-at-shading… #ShadingLanguages #GLSL #SPIRV #Vulkan #GraphicsDev
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🎉10 years of Vulkan – and LunarG was there celebrating at Vulkanised 2026 in San Diego! Check out our latest blog with all the LunarG presentations now available for download, including the @VulkanAPI 10-Year Retrospective, SDK updates, ray tracing in Godot, SPIR-V insights & more. Dive in! lunarg.com/lunarg-at-vulkani… #Vulkanised2026 #GraphicsDev
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Speaking of next week...Join us at the inaugural Shading Languages Symposium 2026 in San Diego, Feb 12-13 – right after Vulkanised! Explore GLSL, HLSL, Slang, WGSL & more with experts on neural graphics, real-time rendering, and the future of shaders. Great talks, networking, and community shaping ahead! Register now: khronos.org/events/shading-l… See you there! #ShadingLanguages #Khronos #GraphicsDev
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24 Nov 2025
Summary: Clay Sokol is a clean path for native tools, just mind your lifetimes (as you should in C anyway). Here is the link to the benchmark if you'd like to give it a try: lighttracer.org/benchmark#do… #graphicsdev #gamedev
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Today I spent several hours in Firebase Studio improving Merucav. It now has 10 shaders. Check it out: merucav.netlify.app/ Built it on top of nofpg.netlify.app/ and noegarsoux.github.io/Gradien… #buildinginpublic #OpenSource #GraphicsDev #RealtimeRendering #gradientpalette
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30 Oct 2025
🔥Big win for Vulkan on Apple Silicon! LunarG's KosmicKrisp driver is now a Khronos Vulkan 1.3 Conformant product for Apple M3 Pro! 👋Say goodbye to portability hacks; hello native Vulkan power for macOS devs, Android emulation, & beyond. #Vulkan #AppleSilicon #Mesa #GraphicsDev
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23 Oct 2025
📢SPIRV-Tools got a power-up in the latest SDK release! The spirv-remap tool from glslang is now reborn as canonicalize-ids in spirv-opt. Cleaner, faster, and better for compression. 🚀 Run spirv-opt --help to check it out! #Vulkan #SPIRV #GraphicsDev
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17 Jul 2025
🚀MoltenVK 1.3 powers Vulkan 1.3 in Vulkan SDK 1.4.321.0! Run high-performance Vulkan apps on macOS, iOS, tvOS, and visionOS with Metal. New extensions, bug fixes, and more! 🍎💻Download now: vulkan.lunarg.com #Vulkan #MoltenVK #GraphicsDev
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15 Jul 2025
🚀 Vulkan SDK 1.4.321.0 is live! ✅ Header support for 18 (!) new extensions 🔧 SPIR-V Tools update: spirv-remap → canonicalize-ids 🛡️ Enhanced validation coverage 🍎 MoltenVK 1.3.0: Full Vulkan 1.3 on Apple 📰Read more: khr.io/1l9 #Vulkan #GraphicsDev #VulkanSDK
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Just released a modular Vulkan boilerplate in C ! Ideal for anyone getting started with Vulkan or building their own renderer/game engine. Clean folder structure (Context, Pipeline, Swapchain, etc.) Open source github.com/ragulnathMB/Vulka… #Vulkan #Cplusplus #GraphicsDev #GameDev
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Math and shaders create amazing visuals! This #threejsjourney had me coding circles, waves, and patterns without textures. It's challenging but rewarding once it clicks. Who knew math could look so good? #threejs #shaders #webgl #creativecoding #mathart #graphicsdev
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I still can’t shake the urge to make a game with a custom game engine. 🦀 #GameEngine #GameEngineDev #gamedev #IndieGameDev #RustLang #Rust #GraphicsDev
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Hey #gamedev #graphicsdev, ever run into a 'BVH black hole' in a SAH-constructed BVH? A spot where too many triangles/nodes pile up, causing a significant frame drop during operations like ray casting? Any thoughts or solutions? #BVH #3DRendering #PerformanceIssues #RayCasting
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Wondering what's less painfull.... suing OpenGL **without** glfw and glew (doing it all "by hand") or just switch to using DirectX/Direct3D? I think I know the answer.... Not really #GameDev but at least #GraphicsDev lul.... xD
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I've got ImGui (imgui-sys) with docking working in my rust graphics engine with a custom rendering backend (currently using Direct3D12)... next up multi-window viewports. source code available: github.com/polymonster/hotli… #screenshotsaturday #graphicsdev #rustlang
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Replying to @FreyaHolmer
As we used to say in AfterNET's #graphicsdev channel - "Don't touch the W!"
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Today marks the 45th anniversary of #Apple's founding. I'm extraordinarily proud to work for a co with such a staggeringly iconic legacy. If yr interested in continuing that legacy by working for #GPU SW and u r an expert at C/C & #graphicsdev, pls be in contact w me #gamejobs
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Any #graphicsdev gurus able to give me some advice? I want to convert my #cuda #voxel #raycaster to something more cross-platform. Voxel model is streamed in as needed, typically a few 100 MB loaded at any time. GPU sees it as 1 giant #octree it walks when ray-casting.
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23 Jul 2020
That's certainly true, @iRacingMyers. #iRacing is about to become a lot more "grassy". The timing on this is #soon. #WIP #graphicsdev #VFX
I am totally stealing someone's joke from the marketing meeting today, but when we release @WeedsportSpdwy it will have a new grass model!!!!

ALT Bbbrett Bb20 GIF

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