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Here is a showcase of my voxel physics with destruction inspired by Teardown. I'm very happy with the state it's in currently.
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After working on the voxel destruction I'm happy to show my progress. I can break objects in any shape with working voxel physics in real-time.
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Graphics Programming weekly - Issue 376 - January 26th, 2025 jendrikillner.com/post/graph…
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I made substantial progress on my voxel physics. I will share my post on my implementation of voxel physic this Friday.
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Been working on voxel physics for a couple of weeks now. Finally getting some nice results. I'm using iterative constraint solving and discrete voxel collision detection inspired by Teardown🙂
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So what have I been up to this year? Hardware raytracing, Vulkan, deformable voxels, engine architecture, physics and lots of multithreading. blog.voxagon.se/2024/12/29/y…
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A quick presentation on Radiance Cascades by @mxacop:
youtu.be/MONs5wMy6Rw?list=PL…
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Another nice tutorial on Radiance Cascades (2D Global Illumination)!
m4xc.dev/articles/fundamenta…
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I've just released an article on how to upgrade your CMake build system to compile all your Vulkan shader files! I've used this system for a few weeks now and wanted to share my system, since it has worked great for me.
ferri.dev/article/vulkan-gls…
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Graphics Programming weekly - Issue 363 - October 27th, 2024 jendrikillner.com/post/graph…
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NEW GM Shaders Guest: Radiance Cascades Part 2
mini.gmshaders.com/p/radianc…
This week, @yaazarai demonstrates techniques to optimize radiance cascades, handle arbitrary resolutions and sample for efficiency!
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Did a video exploring Radiance Cascades, an exciting new approach to GI from the devs of Path of Exile 2!
Demo and video both made in #threejs!
Video: youtu.be/3so7xdZHKxw
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Time to put those deformable voxels to work. Here is a very quick softbody test. There are some artefacts and missing motion vectors but there's potential!
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Great article on Teardown's graphics
acko.net/blog/teardown-frame…
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I've done some graphics research lately and been tinkering with a new voxel renderer. It's pretty different from the one in Teardown, focusing heavily on GI. There are no explicit light sources in this scene (except for the sun), just emissive voxels.
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modified version of the branchless voxel raytracing thing, where a sphere is placed inside grid cells that get a positive noise value back - it's an integer grid traversal, giving back raytracing intersections
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Joost van Dongen will give a talk at EPC2024. In this session, he will describe the Station to Station’s levels are made through a combination of procedural generation and handmade level layouts. More info and tickets: everythingprocedural.com/
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Maybe one of the coolest jobs on the planet.
1 week left to apply for our open software engineering roles! Applications close on Jan 13.
While slightly different in focus, both roles provide the chance to collaborate w/ Rust Project leaders regularly as a Foundation team member. 🦀
Learn more: foundation.rust-lang.org/car…























