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Marionette introduces a world model that explicitly predicts 3D articulated states for interactive games, decouples geometry rendering with a zero-parameter renderer, and uses diffusion for appearance synthesis, improving controllability and long-horizon consistency.
A developer details their process of recreating the rainy night atmosphere of Need for Speed 2015 in Game Maker, covering 3D car modeling, environment construction, and shader-based lighting with specular reflections.
A developer shares how Claude 5 Opus generated a detailed 3D moonlight scene from scratch, writing over 944KB of JavaScript, and plans to turn it into a shooter game.
A comprehensive database of physically based rendering (PBR) values for materials, light sources, and cameras, useful for 3D artists and developers.
Sacr3d is a rendering engine toolbox for creating 3D graphics in Scheme, offering tools for 3D rendering.
Researchers propose Gaussian Point Splatting, a stochastic rendering method using pixel-sized opaque points and 64-bit GPU atomics that scales to hundreds of millions of Gaussians in real time. The method, accepted at SIGGRAPH 2026, employs hierarchical culling and parallel programming primitives to achieve even workload distribution with only minor noise differences compared to original Gaussian splatting.
The World Labs announces their World Jam ending this weekend, built with Marble, Spark, and Three.js for creating persistent 3D world models.
A technical blog post by a Saints Row: The Third Remastered developer explaining modern rendering culling techniques including distance culling, backface culling, and frustum culling, with practical insights for game developers working on real-time graphics optimization.
A developer recounts building a retro PC with a 3dfx Voodoo card to benchmark GLQuake, discussing hardware quirks and performance impressions.