#GraphicsProgramming

Afloof.devafloofdev
2026-01-31

Getting the itch to try out again. Last time it felt very verbose and intimidating.

feels more approachable, but that might be because I'm familiar with it.

Kaia Vintrkaiavintr
2026-01-28

Trying a different environment map with an old Shadertoy shader that I wrote...
Environment is San Giuseppe Bridge in Venice, from Poly Haven.
Shader is here: shadertoy.com/view/ddsyD8
(See higher resolution screenshots in reply for alt. text)

In a single week, I've been able to fix issues that were plaguing my GI for months, so here's a video to celebrate !

Far from perfect, but muuuuch better than a few days ago :)

#vulkan #customengine #graphicsprogramming

Kenzel K. DsouzaKenzKD
2026-01-21

Simple Vulkan Renderer in C++ : Low-Level Graphics

This Simple Vulkan Renderer was made by following the Vulkan Tutorial series by BrendanGalea : youtube.com/playlist?list=PL83

रञ्जित (Ranjit Mathew)rmathew
2026-01-20
absulitabsulit
2026-01-14

Another experiment with my POINTS library. This is basically an old physarum/slime demo I made a while ago, but rebuilt with compute shaders, particles and a lot more efficient than before.

N-gated Hacker Newsngate
2026-01-10

Oh, how we all yearn for the good old days when "not acceptable" was the default state of graphics programming! 🚫✨ Apparently, even the server couldn't handle the mind-bending grandeur of "Bindless Oriented Graphics Programming" and decided it was better off generating an error than dealing with this nonsense. 💻🙃
alextardif.com/BindlessProgram

absulitabsulit
2025-12-23

All of this and running smoothly without losing any frames. This is the current state of graphics on the web.

absulitabsulit
2025-12-23

This demo has a 262K+ instanced particles (cubes) animated in compute shader, movement driven by a noise texture, it uses the depth map to create a slight depth of field and also some particles are emissive and to make the effect complete it has some bloom that affects only the bright particles, this thanks to the HDR output that allows those cubes to have a brightness beyond white and then those values are tonemapped to fit in the final output.

absulitabsulit
2025-12-23

With the new version of my WebGPU library POINTS v0.6.0 (github.com/Absulit/points), I added a bunch of new features like support for depth maps, cameras, bloom and others, so I wanted to make a demo that used all of these.

रञ्जित (Ranjit Mathew)rmathew
2025-12-20

What a comprehensive post 🤯 – needs a more in-depth reading later 👇🏽👌🏽:

“No Graphics API”, Sebastian Aaltonen (sebastianaaltonen.com/blog/no-).

Via HN: news.ycombinator.com/item?id=4

On Lobsters: lobste.rs/s/wopu8o/no_graphics

2025-12-12

I was looking for a way to display mouse-over context information in a 3D scene, and the solution I came up with is to encode the ID of each object into colors, and render that to an off-screen framebuffer. Then, I can simply look up the pixel at the current cursor coordinates and get the ID!

It feels like a cheeky hack, but honestly I can't think of any other practical way for this - does anyone know how games and such do this?

#graphicsProgramming #webgl #opengl #3d

A 3D rendered wireframe model of a shark, where the cursor is pointing at one particular edge and a tooltip displays information about it.Another 3D render of the same shark, but now the various edges and corners are colored in different shades of blue and green.
2025-12-09

Spiromorph đã được chuyển đổi sang WEBGL, cho phép trải nghiệm trực tiếp trên trình duyệt! Đề xuất thử 4 yếu tố với 2 pha để hiệu quả nhất. Được giới thiệu bởi MickJC_75. #WebGL #ThiếtLậpTrựcQuan #OpenSource #MáyTínhĐồHọa #GraphicsProgramming #TechnologyVietnam #InnovateTech #Coding #WebDev #JavaScript #Mastodon #VietnamTech #TinTứcCôngNghệ Việt Nam

reddit.com/r/programming/comme

EimizuDevEimizudev
2025-11-19

I added some simple lighting: shading and shadows from a directional light, and it looks a lot better now.

Will get to more complicated lighting after I tackle voxel chunks. :coolcat:

EimizuDevEimizudev
2025-11-07

I finally made voxels render in a 3D perspective on my graphics programming journey! Here's what I did:

- I implemented ray tracing using DDA algorithm for voxel rendering.
- Also learned transform matrices and applied an inverse view matrix for camera movement. (video)

This was really fun, but hard to make, however I'm happy that through all that, I finally got something appealing to the eye. :catjam:

Questions are welcome!

Client Info

Server: https://mastodon.social
Version: 2025.07
Repository: https://github.com/cyevgeniy/lmst