The recording of my Vulkanised 2026 talk is now live ๐ฅ
In this talk, I walk through the journey of bringing a Vulkan RT pipeline into Godot.
www.youtube.com/watch?v=HddS...
Thanks to LunarG for the opportunity and to the @godotengine.org community for the reviews and feedback.
We submitted the final chapter of the 2nd edition of Mastering Graphics Programming with Vulkan!
We rewrote and expanded much of the book, exploring TAA upscaling, ray-traced shadows, reflections, GI, denoising, mesh shaders, and modern Vulkan. Now time to review everything! :)
Iโm happy to announce the release of a new open source 3D physics engine called Box3D. Iโve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: box2d.org/posts/2026/0...
Yesterday I updated the Godot Game Template with many new features:
โ Settings menu w/ ConfigFile persistence
โ antz's Debug menu
โ gettext based setup for localization
โ bash script to sync all .po files with a newer version of the .pot template
โ Godot 4.7 support
github.com/crystal-bit/...
For anyone who couldn't make it to GodotCon, the recording of my talk "Integrating Vulkan Ray Tracing in Godot" is now up on YouTube!
#Godot#Vulkan#RayTracing
Iโm looking forward to speaking at GodotCon in Amsterdam this Friday.
Iโll be giving โIntegrating Vulkan Ray Tracing in Godotโ again โ same presented at Vulkanised, but for a Godot-focused audience.
If youโll be there, come say hi.
conference.godotengine.org/2026/#Godot#Vulkan#RayTracing
If you wanna know if #Vulkan@vulkan.org is the right graphics api for hobby developers (tl;dr: yes), you might find an answer in my #Vulkanised 2026 talk: www.youtube.com/watch?v=Eshk...
The 2026 Global Game Jam #GGJ26 was last weekend, so let's take a look at their historical data for engine usage.
๐ @godotengine.org is having a good run!
#Godot is now firmly established as the #2 engine in game jams (correlated by #GMTKJam data), rapidly closing the gap with #Unity.
It took me 1 month to make this video.
It's 43 minutes and it's jam packed with cool information about how I make PS1 games and how I made Yume Nikki PS.
www.youtube.com/watch?v=dsA2...#gamedev#indiedev#psx#ps1#yumenikki
My PR for a Vulkan Ray Tracing pipeline has been merged into Godot! Iโm grateful to everyone in the community who took the time to review.
github.com/godotengine/...
Want to know more? I'll be talking about that at Vulkanised 2026 in San Diego on Tuesday, Feb 10, 2026!
vulkan.org/events/vulka...
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!
zeux.io/2025/09/30/b...
a reminder that I'm still looking for work if anyone needs an engineer specialized in UI and 3D/graphics ๐
I did some pretty amazing (NDA) stuff at PlayStation, and my personal open source work is forward thinking too ๐ง ๐ฎโจ
Introduction to Computer Graphics course notes touching upon topics such as rasterisation, PBR, raytracing, image and geometry processing and fluid simulation perso.liris.cnrs.fr/nicolas.bonn...
TinyBVH has been updated to 1.2.5 on main. New:
TLAS/BLAS construction and traversal, for single and double precision BVHs, and including a brand new GPU demo: See the attached real-time footage, captured at 1280x720 on an NVIDIA 2070 laptop GPU.
#RTXoffgithub.com/jbikker/tiny...
Godot's resource UID system is changing to better support scripts and shaders. Find out everything you need to know in our blog:
#GodotEnginegodotengine.org/article/uid-...
I figured it out! Godot compresses some geometries when importing Sponza, so some positions are packed into rgba16.
I am not sure whether Vulkan acceleration structure building supports that so, sorry, do not compress please.
Improving my #Godot GDScript #Vulkan raytracing demo, I finally managed to fix some validation errors and visualize normals properly. Some geometries are missing though. ๐ค
Improving my #Godot GDScript #Vulkan raytracing demo, I finally managed to fix some validation errors and visualize normals properly. Some geometries are missing though. ๐ค
The tinybvh sample wavefront path tracer now supports specular materials. :) Never stops being amazing, just look at those caustics on the floor that appeared out of nowhere. Path tracing is such a cool toy.
I'm late for ~7 months, but I've finally published my C++ & WebGPU raytracer on GitHub! I've tried to keep the code fairly commented and readable.
It works pretty well, but I've never managed to make refractions work with VNDF. Maybe another time :)
github.com/lisyarus/web...
Brand new Lua API documentation for the nCine, my open source and cross-platform 2D game framework: ncine.github.io/docs/lua_mas...#gamedev#gamenginedev#lua#opensource#FOSS
tinybvh has been updated to 1.1.1 on the main branch. This makes the new, simplified API the default. For basic use, nothing changes:
BVH bvh;
bvh.Build( myVerts, triCount );
bvh.Intersect( ray );
Link to repo: github.com/jbikker/tiny...
(1/3)
In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same.
The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
Double post weekend! A hello world walkthrough for those of you looking to make GPUs/games/graphics hardware with FPGAs
fpga.maisonikkoku.com/2024/12/15/h...
Whatโs next for Godot?
Our new Priorities page is a wishlist of improvements weโd love to see and where contributions, sponsors, and new devs can make an impact.
Explore the full list of priorities here: godotengine.org/priorities/#godot#godotengine
It's done, I've made a tutorial for my skybox shader, now made in #Godot โ๏ธ๐
You can read it here
โถ๏ธ kelvinvanhoorn.com/2024/12/07/s... โ๏ธ
Including the project files ๐๐
#TechArt#Shader#Tutorial#GameDev#ScreenshotSaturday ๐ค
Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024:
www.youtube.com/watch?v=jusW...
It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.
Last month I presented Gigi to the Graphics Programming Conference in Breda, talking about the history and motivation of Gigi, as well as implementation details.
My talk, and the rest, are now available on youtube.
The conference was amazing.
www.youtube.com/watch?v=MgCR...
Vulkan 1.4 released today. Many features integrated into core and mandated to build out the functionality that developers can rely on cross-platform. It may look easy(?), but the Vulkan Working Group has significantly upped its roadmap planning game to align multiple silicon vendors to enable this.
Made a starter pack of Italian game developers for fun, but... jesus it was hard to find people. Seems like many of my friends didn't join yet? Message me to be added!
go.bsky.app/2ZbFdUK
GPU Zen 3 is finally out! I had the honor to contribute to this edition by writing chapter 17, "Simple Automatic Resource Synchronization Method for Vulkan". Thanks to all the editors and @wolfgangfengel.bsky.social for keeping the tradition of these books around :-) www.amazon.com/dp/B0DNXNM14K
I use Slang since I joined NVIDIA and the transition from HLSL/GLSL was trivial. Then, I discovered all the cool new features, and helped differentiable Slang.
We wrote an article on example use-cases for backpropagation for games, coming out soon in GPU Zen 3! gpuzen.blogspot.com/2024/11/gpu-...
I often get asked about my book recommendations for graphics programming and game development. I updated my old list and made it easier to find on my website. With Black Friday/Cyber Monday, many are on sale right now (at least in Canada/US)
www.jendrikillner.com/books/
A friend of mine said every time he works in an office, he observes nearby construction site to see what will be finished first - that building or the software they develop. So far the building always wins.
You can now find the nCine among the Lua Language Server addons on Visual Studio Code. ๐ฅณ
With dynamic type checking, autocompletion, and full API documentation, the experience of creating a game in Lua with the nCine should be now immensely better! ๐ช
GPU Zen 3 is out!
I want to draw attention to the 96(!) page article I was a small part of detailing all the work from tooth-to-tail we put into making ray tracing a reality in Cyberpunk 2077. It is exhaustive and should be a reference for anyone looking to make RTX a reality in their own engines.