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Devlog part 34 for the game Around The World, where Thomas ten Cate improves sky and cloud rendering by building a custom Monte Carlo ray tracer in Rust to simulate multiple scattering, producing a better light-scattering lookup table than povray, and tinting clouds with the sky color in Godot.
一篇关于软件渲染的个人技术博文,作者阐述为何偏爱 DOS 时代游戏的软件渲染效果——锐利的纹理、颗粒感的色带,以及这才是游戏最初的构建方式——并讨论现代硬件如何让这些游戏在当年无法企及的高分辨率下运行。
A technical explainer walking through every step of decoding a PNG file, from chunk parsing and IDAT concatenation to zlib decompression, defiltering, and interlacing.
回顾Nvidia于1999年10月11日发布GeForce 256——首款被其称为GPU的产品,以及Sega当年500万美元投资如何帮助Nvidia渡过难关并最终击败3dfx的历史故事。
Academa Labs 发布 ManimGX,一个基于 Rust + wgpu 的 Manim 加速版本,速度比 ManimCE 快 90 倍,兼容 Python API,一键安装且开源,面向 AI agent 的 3D 动画引擎。
Bevy 0.20 发布,带来 227 位贡献者的 817 个 PR,主要亮点包括更快更准确的 Solari 光线追踪渲染器(支持 macOS/Metal 及 DLSS)、BSN 场景语法改进、更多 UI 组件、官方采用 WESL 着色器语言,以及 Sprite 自定义材质支持。
Voyager 是面向创意工作的开放式 harness,被称作「创意领域的 Codex」,可驱动 Blender、DaVinci Resolve、Unity 等桌面应用,并支持 Opus、Astra、DeepSeek 等模型。评论指出通用编码 agent 的强大源于其 harness,创意工作同样需要专属 harness。
GIMP 发布了对自由软件贡献者 Liam Quin 的访谈,回顾其 XML、数字排版工作以及对 GIMP 文本工具与无障碍功能的贡献。文章由 GIMP 项目维护者 Jehan 主持,是 LGM 2017 系列访谈之一。
The beta of `wgsl-rs`, a Rust-to-WGSL transpiler, has been released on crates.io, covering work like operator precedence fixes, vector equality handling, literal-suffix inference, and runtime wgpu codegen from an IR.
zeux details improvements to meshoptimizer's hierarchical clustered LOD and glTF compression extensions (EXT/KHR_meshopt_compression) following NVIDIA's updated vk_lod_clusters sample and its 1.6B-triangle Zorah scene, highlighting large reductions in scene data size and better path-tracing performance.
AlphaPixel publishes Slughorn, a C++20 implementation of Eric Lengyel's Slug GPU text rendering technique (dedicated to the public domain in March 2026), and compares SDF, MSDF, texture atlas, and Slug approaches for rendering crisp vector glyphs at arbitrary scales on the GPU.
The article explains the implementation of a software occlusion culling technique in a block-based game to improve rendering performance on weak hardware, achieving significant chunk culling and frame rate gains.
WPE WebKit and WebKitGTK 2.54 have been released with a new Skia-based compositor, replacing TextureMapper to modernize graphics rendering, reduce code maintenance, and enable easier feature implementation.
A tweet by @hturan showcasing gameplay from the video game 'Return of the Obra Dinn,' highlighting its ghosting effects and chalkboard-like linework.
The article explains a method for creating fractal boundaries in Voronoi partitions using a jittered grid approach, efficient for applications like coastline simulation.
Galaxium is a tool for exploring the universe using WebGPU technology, offering interactive and graphical experiences.
The article demonstrates how to use the Haskell diagrams library to create tessellations inspired by M.C. Escher's artwork, providing code examples and explanations.
The integration of Anthropic's Claude AI with Blender 3D software is highlighted as impressive, likely showcasing enhanced capabilities in creative workflows.
This article demonstrates how to integrate the olive.c graphics library into GNU Emacs using a dynamic module to render a rotating 3D grid with interactive elements.
Chris Lomont explains accurate methods for converting between integer and floating-point color values in C++, highlighting common pitfalls and providing a roundtrip-safe solution with uniform mapping.