he/him 🌞: Senior Director, Simulation. 🌚: Photography & Creative coding. Blog: c0de517e. My opinions are not my own. I DON'T tweet about ROBLOX.

Joined June 2007
1,074 Photos and videos
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Replying to @kenpex
Why nothing great is ever good c0de517e.blogspot.com/2017/1… - Over-engineering is the root of all evil c0de517e.blogspot.com/2016/1…

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WIP preview - doom mods in the browser. I optimized this quite a bit - now it manages 240hz . And uses streaming to load the data in. c0de517e.com/EXTERNAL/DIST/i…

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Let me know if you find issues.
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Some (inevitable) thoughts about DLSS5. Click on the images at the end. c0de517e.com/028_dlss5.htm

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I (very loosely "I" here) made a thing: c0de517e.com/EXTERNAL/MyHous… (see also the bottom of the page for a bonus)

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Does anyone here know anyone who knows people at Pearl Abyss? DM me. Organizing REAC 2026...
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c0de517e/AngeloPesce retweeted
I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming. graphicrants.blogspot.com/20…

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World models hallucinations. c0de517e.com/027_hallucinati…

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c0de517e/AngeloPesce retweeted
Amiga OpenGL remote rendering. OpenGL commands get serialised on Amiga, sent over a TCP socket to a remote rendering server. That is Amiga 68k GLQuake (running in winuae) rendering on my PC RTX3080 GPU :)
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c0de517e/AngeloPesce retweeted
Here’s an interesting new JCGT paper showing that small neural nets can outperform LUTs in speed/memory/accuracy even when embedded in purely CPU-based renderers. The authors are some ex-Pixar rendering guys who are now at Aurora. jcgt.org/published/0015/01/0…

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c0de517e/AngeloPesce retweeted
26 Dec 2025
Meanwhile Suslik (Alexander Sannikov) is improving Radiance Cascades for the general 3D case: youtube.com/watch?v=rG2aok2S…
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This is why I was never excited by static memory safety guarantees. My code does have bugs - plenty - luckily, I catch them while testing - good. The % of my bugs that are memory, or even threading related is vanishingly small. Can remember only one in the last year...
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In fact I would wager that in general (outside high security code etc) people are scared of memory bugs because of a fallacy. As they are rare AND we have great tools to catch them dynamically, the ones that survive are nasty cases that take weeks to debug. People get traumatized
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...even if the trauma came from one incident in a decade that took one person a month to chase. It becomes a "mythical" hard bug - everyone has experienced one of these - and nobody does the math of the actual impact versus all the other "easier"/more frequent/harder to test bugs
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c0de517e/AngeloPesce retweeted
2 Dec 2025
Just fixed a nasty bug in my visibility mask calculation. Now my SSGI based on #RadianceCascades looks really nice and stable! GI pass takes ~3.5ms when targeting 4k on RTX4080 rn. Scene is lit only with direct sunlight GI from SSRC, no ambient. #IndieDev #graphicsprogramming
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Pretty much every #webgl site I see has a loading bar for the required resources. This is a big no-no, makes me think that @threejs should come with a built-in progressive texture/mesh loader.
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c0de517e/AngeloPesce retweeted
So there was this really great Youtube video that came out over the weekend about why a lot of modern movies just don't feel "real" anymore and generally kind of look terrible. Anyhow in other news I just saw the trailer for the live action Moana remake. youtube.com/watch?v=tvwPKBXE…
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c0de517e/AngeloPesce retweeted
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this…
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