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
🎉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
🎉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
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
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
🔥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
📢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
🚀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
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
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
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
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
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.