Antonio Caggiano

Antonio Caggiano

@antoniocaggiano.eu

Senior Graphics Engineer @ LunarG, musician, deeply in love with science, arts and literature.

525 followers1.4K following20 posts

Antonio Caggiano reposted

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! :)

Antonio Caggiano reposted

Iโ€™m happy to announce the release of a new open source 3D physics engine called Box3D. Iโ€™ve 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...

box2d.orgAnnouncing Box3DIโ€™m happy to announce the release of Box3D, an open source 3D physics engine. It is now available on GitHub. Box3D repository You can think of Box3D as a fork of Box2D, extended with many features nee...

Antonio Caggiano reposted

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persistence โ†’ antz's Debug menu โ†’ gettext based setup for localization โ†’ bash script to sync all .po files with a newer version of the .pot template โ†’ Godot 4.7 support github.com/crystal-bit/...

Antonio Caggiano reposted

The 2026 Global Game Jam #GGJ26 was last weekend, so let's take a look at their historical data for engine usage. ๐Ÿ“ˆ @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.

Antonio Caggiano reposted

couple days late but, happy 1 month birthday block game! what a difference a month of development makes #EniBlockGame #GameDev #ProcGen #PixelArt ๐ŸŽฎ

Eniko Fox@enikofox.com

fuck it making a block game #GameDev ๐ŸŽฎ

Antonio Caggiano reposted

a reminder that I'm still looking for work if anyone needs an engineer specialized in UI and 3D/graphics ๐Ÿ‘€ I did some pretty amazing (NDA) stuff at PlayStation, and my personal open source work is forward thinking too ๐Ÿง ๐Ÿ”ฎโœจ

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.

Antonio Caggiano@antoniocaggiano.eu

Improving my #Godot GDScript #Vulkan raytracing demo, I finally managed to fix some validation errors and visualize normals properly. Some geometries are missing though. ๐Ÿค”

Antonio Caggiano reposted

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.

Antonio Caggiano reposted

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.

๐ŸŒ‹ Vulkan raytracing is getting closer github.com/godotengine/...

github.comVulkan raytracing plumbing by Fahien ยท Pull Request #99119 ยท godotengine/godotHere's a bunch of code adding some Vulkan raytracing stuff to the rendering device: Vulkan implementations in RenderingDeviceDriverVulkan Raytracing instruction list in RenderingDeviceGraph Fu...
Godot Engine@godotengine.org

Whatโ€™s next for Godot? Our new Priorities page is a wishlist of improvements weโ€™d 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

Antonio Caggiano reposted

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.

Antonio Caggiano reposted

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

amazon.comGPU Zen 3: Advanced Rendering TechniquesAmazon.com: GPU Zen 3: Advanced Rendering Techniques: 9798344236797: Engel, Wolfgang Friedrich, Reznikov, Laura, Kaplanyan, Anton S., Bazhenov, Kirill, Lopez, Nicolas, Sickachev, Peter, Bahnassi, Wessam: Books

Antonio Caggiano reposted

Replying to @bartwr.bsky.social

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-...

gpuzen.blogspot.comGPU Zen 3 cover and TOCTable of Contents: I GPU-Driven Rendering (Editors: Nicolas Lopez and Wolfgang Engel) 1 ย  ย GPU-Driven Rendering in Assassinโ€™s Creed Mirage b...

Antonio Caggiano reposted

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.

Antonio Caggiano reposted

You can now find the nCine among the Lua Language Server addons on Visual Studio Code. ๐Ÿฅณ 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! ๐Ÿ’ช

Antonio Caggiano reposted

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.