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Antonio Caggiano

@antoniocaggiano.eu
524 followers 1.4K following 20 posts

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

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Reposted by Antonio Caggiano
Gabriel Sassone @gabrielsassone.bsky.social · 13/07/2026
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! :)
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Erin Catto @erincatto.bsky.social · 01/07/2026
I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’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.org
Announcing Box3D
I’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...
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davcri @davcri.bsky.social · 15/06/2026
Yesterday I updated the Godot Game Template with many new features: → Settings menu w/ ConfigFile persistence → antz's Debug menu → gettext based setup for localization → bash script to sync all .po files with a newer version of the .pot template → Godot 4.7 support github.com/crystal-bit/...
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Antonio Caggiano @antoniocaggiano.eu · 12/06/2026
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
youtube.com
Integrating Vulkan Ray Tracing in Godot – Antonio Caggiano – GodotCon 2026
YouTube video by Godot Engine
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Antonio Caggiano @antoniocaggiano.eu · 22/04/2026
I’m looking forward to speaking at GodotCon in Amsterdam this Friday. I’ll be giving “Integrating Vulkan Ray Tracing in Godot” again — same presented at Vulkanised, but for a Godot-focused audience. If you’ll be there, come say hi. conference.godotengine.org/2026/ #Godot #Vulkan #RayTracing
conference.godotengine.org
GodotCon 2026
GodotCon Amsterdam April 23-24
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saschawillems.bsky.social @saschawillems.bsky.social · 19/02/2026
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...
youtube.com
Vulkanised 2026: Vulkan Now and Then (for Hobbyists)
YouTube video by Vulkan
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Antonio Caggiano @antoniocaggiano.eu · 17/02/2026
The recording of my Vulkanised 2026 talk is now live 🎥 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.
youtube.com
Vulkanised 2026: Integrating Vulkan Ray Tracing into the Godot Engine
YouTube video by Vulkan
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Rémi Verschelde @akien.bsky.social · 03/02/2026
The 2026 Global Game Jam #GGJ26 was last weekend, so let's take a look at their historical data for engine usage. 📈 @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.
Graph showing the relative share of game engines used in Global Game Jam from 2018 to 2026.

It mainly shows a relative decrease of the Unity share from nearly 80% to 57%, while Godot grew from 1.4% to over 25%. There's a notable inflexion point in the year-on-year growth from Godot in 2024.
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Elias Daler @eliasdaler.bsky.social · 03/02/2026
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
youtube.com
I made a real PS1 game in 1.5 months
YouTube video by Elias Daler
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Antonio Caggiano @antoniocaggiano.eu · 28/01/2026
My PR for a Vulkan Ray Tracing pipeline has been merged into Godot! I’m 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...
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Nikita Lisitsa @lisyarus.bsky.social · 04/10/2025
New smooth clouds timelapse from the ground 🥰 #indiedev #gamedev #indiegames #screenshotsaturday
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Eniko Fox @enikofox.com · 01/10/2025
couple days late but, happy 1 month birthday block game! what a difference a month of development makes #EniBlockGame #GameDev #ProcGen #PixelArt 🎮
a voxel scene at night, set in a terrain of hilly dirt topped with grass and dotted with ferns and purple wildflowers. the remains of a ruined stone structure is visible in the middle of a cluster of trees. light shines from the ruin, casting streaks of light out from where the walls have crumbled down to the ground, and lighting up the nearby trees and leaves. the title bar reads "BlockGame"
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Arseny Kapoulkine @zeux.io · 30/09/2025
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...
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Bevy @bevy.org · 30/09/2025
Bevy 0.17 is out now! It features Raytracing, Improved Observers / Events, UI Widgets, Rust Hotpatching, Light Textures, DLSS, Tilemap Chunks, Web Assets, Reflect Auto-Registration, UI Gradients, Raymarched Atmosphere, Virtual Geometry BVH Culling, and more! bevy.org/news/bevy-0-17
bevy.org
Bevy 0.17
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
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Ryosuke @whoisryosuke.bsky.social · 29/04/2025
a reminder that I'm still looking for work if anyone needs an engineer specialized in UI and 3D/graphics 👀 I did some pretty amazing (NDA) stuff at PlayStation, and my personal open source work is forward thinking too 🧠🔮✨
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Shen Comix @shenanigansen.bsky.social · 10/03/2025
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Adam Ellis @adamtots.bsky.social · 08/03/2025
🫣
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Kostas Anagnostou @kostasanagnostou.bsky.social · 29/01/2025
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...
perso.liris.cnrs.fr
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Encelo @encelo.github.io · 28/01/2025
Our game from the Global Game Jam 2025, made with the help of @cominu.bsky.social and the power of the nCine! 💪 globalgamejam.org/games/2025/p...
A screenshot of Papel Mojado, a game made with the nCine.
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Jacco Bikker 🎦 @jbikker.bsky.social · 16/01/2025
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. #RTXoff github.com/jbikker/tiny...
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Godot Engine @godotengine.org · 15/01/2025
Godot's resource UID system is changing to better support scripts and shaders. Find out everything you need to know in our blog: #GodotEngine godotengine.org/article/uid-...
godotengine.org
UID changes coming to Godot 4.4
Godot's resource UID system is changing to better support scripts and shaders. Read on to know what's required on your part to fully benefit from it.
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Antonio Caggiano @antoniocaggiano.eu · 05/01/2025
Smooth normals implemented over the weekend. 🤓
GDScript Vulkan raytracing ambient occlusion demo with smooth normals
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Antonio Caggiano @antoniocaggiano.eu · 02/01/2025
@gameengines.bsky.social I would like Godot please!
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Antonio Caggiano @antoniocaggiano.eu · 31/12/2024
Godot GDScript ambient occlusion demo accelerated with the Vulkan raytracing pipeline. Fun has just begun!
Godot GDScript ambient occlusion demo accelerated with the Vulkan raytracing pipeline.
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Antonio Caggiano @antoniocaggiano.eu · 29/12/2024
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.
Godot Vulkan raytracing GDScript demo rendering Sponza!
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Antonio Caggiano @antoniocaggiano.eu · 28/12/2024
Improving my #Godot GDScript #Vulkan raytracing demo, I finally managed to fix some validation errors and visualize normals properly. Some geometries are missing though. 🤔
Godot GDScript Raytracing demo
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Nikita Lisitsa @lisyarus.bsky.social · 25/12/2024
A collage of different test scenes I used in my raytracer. Gotta admit I'm quite happy with it 🥰
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Jacco Bikker 🎦 @jbikker.bsky.social · 20/12/2024
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.
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Antonio Caggiano @antoniocaggiano.eu · 20/12/2024
My contribution to Godot! 🥳 (not raytracing.. yet!) github.com/godotengine/...
github.com
Convert resource usage to string by Fahien · Pull Request #100399 · godotengine/godot
Improve error message by converting resource usage values to a human-readable string.
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Nikita Lisitsa @lisyarus.bsky.social · 18/12/2024
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...
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Encelo @encelo.github.io · 18/12/2024
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
ncine.github.io
nCine documentation
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Jacco Bikker 🎦 @jbikker.bsky.social · 17/12/2024
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)
github.com
GitHub - jbikker/tinybvh: Single-header BVH construction and traversal library.
Single-header BVH construction and traversal library. - jbikker/tinybvh
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Tomasz Stachowiak @h3r2tic.bsky.social · 05/12/2024
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.
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Have A SPU-ky Halloween, Everyone @okonomiyonda.bsky.social · 15/12/2024
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...
fpga.maisonikkoku.com
HELLO WORLD – FPGA GPU and Retro Console Blog
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Antonio Caggiano @antoniocaggiano.eu · 13/12/2024
🌋 Vulkan raytracing is getting closer github.com/godotengine/...
github.com
Vulkan raytracing plumbing by Fahien · Pull Request #99119 · godotengine/godot
Here's a bunch of code adding some Vulkan raytracing stuff to the rendering device: Vulkan implementations in RenderingDeviceDriverVulkan Raytracing instruction list in RenderingDeviceGraph Fu...
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Kelvin van Hoorn | wishlist Oniros! @kelvinvanhoorn.com · 07/12/2024
It's done, I've made a tutorial for my skybox shader, now made in #Godot ☀️🌗 You can read it here ▶️ kelvinvanhoorn.com/2024/12/07/s... ◀️ Including the project files 📂👀 #TechArt #Shader #Tutorial #GameDev #ScreenshotSaturday 🤔
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Tomasz Stachowiak @h3r2tic.bsky.social · 05/12/2024
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.
youtube.com
Rendering Tiny Glades With Entirely Too Much Ray Marching
YouTube video by Graphics Programming Conference
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Alan Wolfe @demofox.bsky.social · 04/12/2024
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...
youtube.com
Gigi: A Platform for Rapid Graphics Development and Code Generation
YouTube video by Graphics Programming Conference
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Neil Trevett @neilt3d.bsky.social · 02/12/2024
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.
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Arseny Kapoulkine @zeux.io · 02/12/2024
github.com/zeux/volk has been updated with 1.4 support, in case you happen to have a compatible driver lying around :)
github.com
GitHub - zeux/volk: Meta loader for Vulkan API
Meta loader for Vulkan API. Contribute to zeux/volk development by creating an account on GitHub.
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Ciro Continisio @ciro.continis.io · 18/10/2024
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
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nicebyte @nicebyte.bsky.social · 25/11/2024
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.com
GPU Zen 3: Advanced Rendering Techniques
Amazon.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
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Bart Wronski 🇺🇦🇵🇸 @bartwr.bsky.social · 21/11/2024
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.com
GPU Zen 3 cover and TOC
Table of Contents: I GPU-Driven Rendering (Editors: Nicolas Lopez and Wolfgang Engel) 1    GPU-Driven Rendering in Assassin’s Creed Mirage b...
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Jendrik Illner @jendrikillner.bsky.social · 30/11/2024
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/
Collection of cover images from the books included on the list
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Adam Sawicki @asawicki.info · 28/11/2024
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.
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Encelo @encelo.github.io · 27/11/2024
You can now find the nCine among the Lua Language Server addons on Visual Studio Code. 🥳 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! 💪
The nCine listed in the Lua Addon Manager on Visual Studio Code.
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Nicolas Lopez @nicolas-lopez.bsky.social · 25/11/2024
"Occupancy Explained" GPC 2024 presentation slides are now available online: gpuopen.com/presentation...
gpuopen.com
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Nathan Hoobler @hoobler.net · 25/11/2024
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.
A table of contents for GPU Zen 3, Chapter 7: The Evolution of the Real-Time Lighting Pipeline in Cyberpunk 2077
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Wolfgang Engel @wolfgangfengel.bsky.social · 24/11/2024
And we are No. 1 ... www.amazon.com/gp/new-relea...
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Alan Wolfe @demofox.bsky.social · 24/11/2024
A quick way to get started experimenting with @shader-slang.bsky.social is through the rapid graphics development platform Gigi which lets you do GPU programming without c++. Just a node graph and shaders, and view the results in the viewer in real time with hot reloading. github.com/electronicar...
github.com
GitHub - electronicarts/gigi: A framework for rapid prototyping and development of real-time rendering techniques.
A framework for rapid prototyping and development of real-time rendering techniques. - electronicarts/gigi
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