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Alonso Rosado

@alonso-r.bsky.social
135 followers 678 following 169 posts

I like painting pixels on screens and seeing them move. C++ programmer by choice although I can’t shake off the feeling it’s Stockholm syndrome. Casual Zig enjoyer. Senior Programmer @ IOI. My opinions are my own.

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Reposted by Alonso Rosado
Tom Forsyth @tomforsyth.bsky.social · 12/10/2026
DASHR - Dynamically Animated Skinned Heightfield Rendering A new rendering algo that lets you merge a whole bunch of ShaderToy and raytracer-style techniques right into your existing bone-animated triangle mesh rasterisation pipeline. New longer technical details video: youtu.be/SA2cXydaq1A
youtu.be
DASHR - Dynamically Animated Skinned Heightfield Rendering - technical details.
YouTube video by Tom Forsyth
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Тsфdiиg @tsoding.bsky.social · 06/10/2026
Made a small writeup on this if anybody is interested rexim.github.io/blog/buildin...
rexim.github.io
rexim - Building Dn-FamiTracker on Linux
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Freya Holmér @freya.bsky.social · 24/09/2026
rotation quaternions without roll form a topological torus in quaternion space c: if you also disallow being upside down, half of this torus is cut away, leaving a squiggly ribbon
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loren schmidt @lorenschmidt.bsky.social · 23/09/2026
AAA has itself worked into knots about simulation. it's 100% rigidity of thinking and technology. to buck conventional wisdom here, i actually do think, in 2026, with the right constraints, LODing, etc., that simulating everyone in a generated world is totally feasible.
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Terence Tao @teorth.bsky.social · 11/09/2026
A group of 25 Fields Medalists, including myself, have made a joint declaration on Math and AI: mathandai.org . We welcome additional signatories. See also this article in the Economist announcing the declaration: www.economist.com/science-and-...
mathandai.org
Declaration — Math and AI
Read the declaration and add your name.
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Nikita Lisitsa @lisyarus.bsky.social · 08/09/2026
I've been teaching a real-time graphics university course for 5 years now, so I figured it's a good point to modernize it: * Native WebGPU instead of OpenGL * Rust officially supported (in addition to C++) Pretty excited, we'll see how it goes!
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Alonso Rosado @alonso-r.bsky.social · 06/09/2026
I guess that now that the cat is out of the bag, I am proud to announce that I will be giving a Masterclass (in Spanish) in U-tad talking about my professional career, how computer graphics and adjacent knowledge have been fundamental to define my development, and my view of the future.
u-tad.com
De EA Sports a IO Interactive: el lenguaje común es la computación gráfica | U-tad
Cada año aparecen nuevas herramientas, nuevos motores gráficos y nuevas tecnologías. Pero hay algo que sigue marcando la diferencia: entender cómo funcionan.
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Carlos Rodríguez - Pardo @carlosrodriguezp.bsky.social · 29/08/2026
This, again and again
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Jettelly @jettelly.bsky.social · 24/08/2026
Check out this incredible see-through wall shader made in Godot by xxidbr9, inspired by Baldur’s Gate III. 👀 www.reddit.com/r/godot/comm... Getting into shaders? This might help 📘 jettelly.com/bundles/the-... #godot #indiegame #gamedev
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Moisés Jauregui-Sanchez @moisesjauregui.bsky.social · 22/08/2026
Con "Perpetual Ocean 2", la NASA reveló el sistema circulatorio de la Tierra en alta resolución. Al modelar satélites y física de fluidos, muestra cómo las corrientes mueven calor y nutrientes. Una visualización clave de SIGGRAPH para entender el termostato del planeta y proteger su equilibrio. 🌊🛰️✨
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Mathieu Ropert @matropert.bsky.social · 22/08/2026
Trying out Tracy again. On the plus side it's actively maintained, unlike Optick. On the downside it still looks a bit ugly, I had to manually implement label color generation to make it readable, and sampling profiling fails to complete even on a toy app. Am I missing something?
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mjp @mjp123.bsky.social · 22/08/2026
WIP spec for Work Lists, the successor to ExecuteIndirect that lets you change PSOs between draws and dispatches github.com/microsoft/Di...
github.com
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Jendrik Illner @jendrikillner.bsky.social · 18/08/2026
Graphics Programming weekly - Issue 451 - August 16th, 2026 www.jendrikillner.com/post/graphic...
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Wenzel Jakob @wjakob.bsky.social · 17/08/2026
I'm excited to announce a first development release of nanobind 3.0. It introduces *split mode*, a new distribution model where a single Python wheel runs across all Python versions, while achieving outstanding performance and gaining rather than losing features! 🧵
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ceruleite.bsky.social @ceruleite.bsky.social · 15/08/2026
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4 by Michał Olejnik from Activision are now online - enjoy!! advances.realtimerendering.com/s2026/index....
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Carlos Rodríguez - Pardo @carlosrodriguezp.bsky.social · 14/08/2026
🌞 I just launched an interactive website exploring the 2026 eclipse, using the pictures I took with a homemade filter, and exploring computational photography and other physics aspects: eclipse2026.carlosrodriguezpardo.es It uses data from the Instituto Geografico Nacional (eclipses.ign.es)
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Harry 💬 @halisavakis.com · 31/07/2026
No need to use your imagination anymore, cloud shadows are now accurate ✨ It's such a silly approach and I can't believe it worked, I giggled so much when I got it working
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loren schmidt @lorenschmidt.bsky.social · 25/07/2026
want to see my favorite deterministic number generator? it's a linear congruential generator. there are value sets for which distribution is quite good, and it's very lightweight if you're doing procedural generation. en.wikipedia.org/wiki/Linear_...
en.wikipedia.org
Linear congruential generator - Wikipedia
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Arseny Kapoulkine @zeux.io · 25/07/2026
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Kevin Gibson @kevin-gibson.com · 03/05/2026
Inspired by @sebaaltonen.bsky.social's "No Graphics API", I've written a GPU pointer-centric bindless wrapper on Vulkan+Metal. Still in rough shape, but I've written about it here: www.kevin-gibson.com/blog/writing...
kevin-gibson.com
Writing a bindless GPU abstraction layer
Back in December 2025, Sebastian Aaltonen published a blog titled “No Graphics API” - it presented a great history of the evolution of GPU hardware, and gave an opinionated perspective on how we could...
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Aaron Hertzmann @aaronhertzmann.com · 14/07/2026
For years, I've heard from my fellow computer scientists that "the brain is a computer" or "we can simulate brains in a computer." I think both are wrong, and, now that we're hearing them from corporate tech leaders too, it's no longer just an academic topic. 🧵 aaronhertzmann.com/2026/07/13/b...
aaronhertzmann.com
The Brain Is Not Just A Computer, and Cannot Be Simulated by One
Digital computers perform fixed logical operations on clock cycles; brains are biological systems of staggering complexity.
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Alonso Rosado @alonso-r.bsky.social · 13/07/2026
Has anybody here done anything on MacOS and Metal with Zig? I see that Metal.zig is not really maintained anymore and given that there is no C Metal library I wonder how it’s done. #ziglang #Metal #MacOS
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Alan Wolfe @demofox.bsky.social · 01/07/2026
What To Learn To Be A Real Time graphics Programmer blog.demofox.org/2026/07/01/w... I wrote this up over lunch and it's surprisingly popular so sharing over here too.
A path traced render of spheresA real time render of spheres using physically based rendering lighting formulas
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Mathieu Ropert @matropert.bsky.social · 25/06/2026
Trip report from @accuconf.bsky.social 2026 mropert.github.io/2026/06/24/a...
mropert.github.io
ACCU On Sea 2026 trip report, still with AI! · Mathieu Ropert
Two conferences in one. You can see France in the distance but then they pour wine from a can into plastic glass to remind you where you are.
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Björn Ottosson - making Island Architect @bottosson.bsky.social · 25/06/2026
Working the water simulation for 🌳🏡Island Architect🏡🌳, my relaxing sandbox building game. The interaction between the water and simulation is starting to work well, allowing you to build dams and aqueducts! #gamedev #indiegame #indiegamedev
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Rune Skovbo Johansen @runevision.bsky.social · 14/06/2026
In gamedev, we're used to sound coming from single points in space, but how do we handle sound coming from an irregular shape? In this article (with plenty code snippets), I go into details with the Point Cloud Sound technique I'm using for water and foliage: blog.runevision.com/2026/06/poin...
blog.runevision.com
Point Cloud Sound for irregular shaped audio sources
In video game development, we're used to sound coming from single positions in space, but how do we handle sound coming from an irregular sh...
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The Forge Interactive @theforge.dev · 04/06/2026
🎮Graphics Programmers! Ready to shape the future of advanced rendering? Submit your proposal for GPU Zen 5, the next volume in the acclaimed GPU ZEN series, today! 📅 Deadline: July 5, 2026 📩Submit to: gpuzen@theforge.dev 🔗 gpuzen.blogspot.com #GraphicsProgramming #Rendering #GameDev #Authors #GPU
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Ky @ky.fyi · 24/04/2026
I wrote about why I quit my job, and how weird and tiring tech feels these days.
ky.fyi
Do I belong in tech anymore?
On quitting, the spread of AI, and the loss of an ideal.
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Markus Schütz @m-schuetz.bsky.social · 24/04/2026
New Paper🙂 Nanite has shown that small triangles can be rendered fast in compute, we're exploring how fast for large meshes with up to 18.9 billion triangles, without the need to precompute LOD structures. Paper: github.com/m-schuetz/Cu... Source: github.com/m-schuetz/Cu...
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Bradley Pollard @bradleypollard.com · 18/04/2026
My talk at GDC 2024 on how we implemented cross-platform determinism in 'Warhammer Age of Sigmar: Realms of Ruin' is now freely available to everyone in the GDC Vault! If you are interested in determinism or cross-platform multiplayer in games please give it a watch. gdcvault.com/play/1034229...
gdcvault.com
Cross-Platform Determinism in 'Warhammer Age of Sigmar: Realms of Ruin'
In this session, learn how and why Frontier Developments built a new deterministic simulation framework that underpins everything players see and interact with in Warhammer Age of Sigmar: Realms of Ru...
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nicebyte @nicebyte.bsky.social · 12/04/2026
INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS finally done. gpfault.net/posts/sph.html
gpfault.net
Introduction to Spherical Harmonics for Graphics Programmers
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Mike Turitzin @miketuritzin.bsky.social · 10/04/2026
At long last, the Teardown talk from the 2025 Graphics Programming Conference has been posted 🎉 youtube.com/watch?v=IM1D... (as well as another drop of some other great-looking stuff, check the channel)
youtube.com
Raytracing Voxels in Teardown and Beyond
YouTube video by Graphics Programming Conference
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Carlos Rodríguez - Pardo @carlosrodriguezp.bsky.social · 04/04/2026
elpais.com/economia/202...
elpais.com
España, Alemania, Italia, Austria y Portugal piden a Bruselas un impuesto a los beneficios de las energéticas
Los ministros de Economía de los cinco países proponen un gravamen coordinado para mitigar el impacto de la guerra en Irán
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Hugo Martínez Abarca 🇪🇺🇵🇸 @martinezabarca.net · 04/04/2026
El mecanismo es infame y simple: Si un paciente de un hospital público va a uno de Quirón, Madrid paga una pasta a Quirón. Si un paciente de un hospital de Quirón va a uno público, Ayuso y Quirón encuentran la forma de que sea gratis. 71 millones así. www.eldiario.es/1_c81198
eldiario.es
El informe que muestra que Ayuso regaló millones a la sanidad privada: "71.653.032 por no encontrar documentación"
Los cálculos internos de la Consejería de Sanidad cifran, hospital a hospital, el dinero que no se ha cobrado a Quirón y Ribera Salud por pacientes suyos tratados en la pública. El Tribunal de Cuentas...
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Rune Skovbo Johansen @runevision.bsky.social · 30/03/2026
My erosion filter is out! Video, blog post, and shader source. It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks. Explainer video: www.youtube.com/watch?v=r4V2... Companion blog post: blog.runevision.com/2026/03/fast... #ProcGen #vfx #GameDev
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Karl Zylinski @zylinski.se · 25/03/2026
Read more how I wrote the software mixer for Karl2D: zylinski.se/posts/audio-...
zylinski.se
Audio in Karl2D: Software mixing, OS APIs and general design
As I’ve been making my own game creation library Karl2D I’ve noticed something about audio: While many people are fine with writing their own rendering, they still go for some library when implementin...
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Mathieu Ropert @matropert.bsky.social · 20/03/2026
Wrote a summary bsky.app/profile/matr...
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Eric Lengyel @ericlengyel.bsky.social · 17/03/2026
New blog post: A Decade of Slug This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain. terathon.com/blog/decade-...
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Eugene Griskov @grisevg.bsky.social · 13/03/2026
Speaking of hard bugs, reminded me of this gem randomascii.wordpress.com/2018/01/07/f...
randomascii.wordpress.com
Finding a CPU Design Bug in the Xbox 360
The recent reveal of Meltdown and Spectre reminded me of the time I found a related design bug in the Xbox 360 CPU – a newly added instruction whose mere existence was dangerous. Back in 2005 I was…
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mmalex @mmalex.bsky.social · 10/03/2026
went on an interesting yakshave/learning journey where I got rid of emscripten and just used base clang to target wasm; needed to implement the (tiny) subset of the c stdlib I was using, including some simple math stuff, but it was pretty painless (and robots helped with the boilerplate).
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Jason Turner @lefticus.bsky.social · 11/03/2026
Preview session for my C++Online Workshop starts in 12 minutes! Join on YouTube! Actual workshop is April 9th! youtube.com/live/Ipr6ntC...
youtube.com
Performance and Safety in C++ Crash Course - Jason Turner - C++Online 2026 Workshop Preview
Register Now For only £50 to C++Online 11th-13th March 2026: https://cpponline.uk/registrationWorkshops available for £345 (includes access to main conferenc...
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MJ Electriz @mjelectriz.bsky.social · 28/02/2026
Y ahora es cuando el precio del petróleo y el gas empezarán a subir otra vez y nos daremos cuenta de lo necesaria y urgente que es la descarbonización. Y cuando el precio baje se nos olvidará la importancia y la urgencia.
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Mathieu Ropert @matropert.bsky.social · 27/02/2026
Part 9 of my blog series "What Makes A Game Tick?" has just been published! Today we build a parallel task scheduler to run our tick on multiple threads just by looking at their function signatures. mropert.github.io/2026/02/27/m...
mropert.github.io
What makes a game tick? Part 9 - Data Driven Multi-Threading Scheduler · Mathieu Ropert
Let’s talk about game simulations. Now that we have described he basics of data driven multi-threaded ticks, we look at how to build a thread safe scheduler for our tasks.
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Alan Wolfe @demofox.bsky.social · 25/02/2026
My Gigi Khronos SLS recording is up: www.youtube.com/watch?v=21Ro... Render graphs as data are the next step IMO: * Massively improves iteration speed * Eases multi title / platform development * More powerful than RHIs: E.g. can fuse rasterization and compute on tiled platforms.
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jenny tightpants @jtp.bsky.social · 10/02/2026
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Luke Benstead @kazade.bsky.social · 20/12/2025
I have been trying to implement GJK/EPA collision detection in C for two weeks now. GJK works, but my EPA code is screwing up the polytope faces and I can't see the bug! Code is here if anyone fancies a bug spotting challenge: gitlab.com/Kazade/picop... #gamedev
gitlab.com
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Karl Zylinski @zylinski.se · 26/08/2025
I'm currently looking for contract work. I can help with game/engine/tools programming in Odin/C/C++. Drop me a line on karl@zylinski.se if it sounds interesting. See zylinski.se/portfolio/ for examples of my work.
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Alteridad @eb-j.bsky.social · 24/08/2025
Sobre ambientalismos de lujo y ecologismos de emergencia. Por Jorge Riechmann. rebelionecologista.org/sin-categori...
rebelionecologista.org
Sobre ambientalismos de lujo y ecologismos de emergencia | Rebelión Ecologista
Jorge Riechmann diferencia tres enfoques presidiendo los movimientos ecologistas: el ambientalismo de lujo, enfocado en la protección del paisaje y los valores naturales,  y el ecologismo de emergenci...
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Carlos Rodríguez - Pardo @carlosrodriguezp.bsky.social · 20/08/2025
elpais.com/tecnologia/2...
elpais.com
Los riesgos de la inteligencia artificial en tiempos de oligarquía tecnológica
El desarrollo de la IA está promovida, en gran medida, por las grandes corporaciones tecnológicas que lideran su desarrollo, y forma parte de un proyecto de concentración de poder sin precedentes
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Alonso Rosado @alonso-r.bsky.social · 19/08/2025
TIL a new way in which C++ can bite you. Looking at other people’s code, I noticed in specific classes that all the constructors were explicitly declared and all defaulted, being notable the noexcept qualification in the Move constructor and Move-assignment operator #cpp 1/
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