Reposted by Brieuc SwalesAmélie Heinrich @dispatchgraph.bsky.social · 10/08/2026I am looking for full-time work starting October. I am a graphics programmer with a AAA experience (Ubisoft, Quantic), where I worked with real-time rendering, RT, and console dev kits. DMs open. RTs appreciated! 13416
Reposted by Brieuc SwalesSebastian Aaltonen @sebaaltonen.bsky.social · 16/12/2025My "No Graphics API" blog post is live! Please repost :) www.sebastianaaltonen.com/blog/no-grap... I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".sebastianaaltonen.comNo Graphics API — Sebastian AaltonenGraphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe... 19475193
Reposted by Brieuc SwalesThinky Games @thinkygames.com · 30/11/2025In case you missed the talks from ThinkyCon, all 35 of them are up on YouTube!thinkygames.comAll 35 talks from ThinkyCon 2025 are now available to watch on YouTube · Thinky GamesIn case you missed any of our 2nd annual online convention centered around the making of the games we love so much, every presentation from ThinkyCon 2025 has now been uploaded to our YouTube channel so you can pick and choose what to watch whenever you like. 02110
Reposted by Brieuc SwalesGuillaume Boissé @gboisse.bsky.social · 05/11/2025New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i... 111438
Reposted by Brieuc SwalesBruce "86 47" Dawson @randomascii.bsky.social · 22/10/2025A retrospective of my tech career - a work-focused autobiography, basically - feels a bit vain, but I'm hopeful that it is interesting or useful enough to justify that. If nothing else writing it up forced me to try to remember what actually happened. randomascii.wordpress.com/2025/10/22/r...randomascii.wordpress.comReflections on My Tech Career – Part 1I’ve been lucky enough to have had a successful career as a software developer. Spanning six companies and thirty-seven years I’ve had the opportunity to work on Elastic Reality, Xbox, Windows, Ste… 75013
Reposted by Brieuc SwalesPablo Zurita @pzurita.bsky.social · 15/10/2025I finally found the time and energy to make a new blog and write a couple of posts. This time I wrote about PBR content and game development principles. Both posts are quite different so hopefully people find something interesting on either one of them. irradiance.ca/posts/irradiance.caPosts 13816
Reposted by Brieuc SwalesJimmy Maher @digiantiquarian.bsky.social · 19/09/2025This week on The Digital Antiquarian: Outcast www.filfre.net/2025/09/outc...filfre.net » Outcast The Digital Antiquarian 1105
Reposted by Brieuc Swalesmjp @mjp123.bsky.social · 08/09/2025I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code. (And yes it's really been 10 years 👴). therealmjp.github.io/posts/ten-ye...therealmjp.github.ioTen Years of D3D12For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be... 715153
Reposted by Brieuc SwalesSniperJake945 @tearsofjake.bsky.social · 29/07/2025New at #SIGGRAPH2025: Can we make Perlin Noise stretch along some underlying vector field? Well it turns out it's possible with two simple additions to the original method! No need for advection or convolutions. Find the paper and implementations here: github.com/jakericedesi... 15218
Reposted by Brieuc SwalesStephen Hill @selfshadow.com · 10/08/2025Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow: blog.selfshadow.com/publications...blog.selfshadow.comSIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice 111155
Brieuc Swales @brieucswales.bsky.social · 09/08/2025Beware the Cobra that slithers behind the waterfalls… 🐍 A glimpse at one of the deadly bosses awaiting you in Himitsu. (Work in progress) #ScreenshotSaturday #gamedev 1248
Reposted by Brieuc SwalesKostas Anagnostou @kostasanagnostou.bsky.social · 31/07/2025Worth watching presentation, also provides some background info on how ReSTIR came to be and where it is heading: "ReSTIR: Traveling the Path of Reuse" www.youtube.com/watch?v=MRg9...youtube.comI3D 2025 Chris Wyman's Keynote "ReSTIR: Traveling the Path of Reuse"YouTube video by I3D Symposium 05112
Brieuc Swales @brieucswales.bsky.social · 31/07/2025Great article by @c0de517e.bsky.social about reverse-engineering MeshBlend ! 000
Reposted by Brieuc SwalesGil Damoiseaux @gaxil.bsky.social · 28/07/2025Finally, I'm proud to announce that #Illugen 1.0 is available. If you need to generate assets for special effects, this is the tool for you : Spritesheets, noises, caustics, masks, meshes(including pivot baking) ... and much more to come. jangafx.com/software/ill... #realtimevfx #techart 25911
Brieuc Swales @brieucswales.bsky.social · 16/07/2025Great article about a genre of games I love! A blend of puzzle design and Metroidvania-style non-linearity, where understanding the game's world and rules is the key to progress. 010
Brieuc Swales @brieucswales.bsky.social · 05/07/2025Sneaking past guards just got harder 👀 I'm working on the infiltration system for Tako no Himitsu, an upcoming 2D JRPG by @deneosproduction.com. Guards have dynamic behaviors, visible through our debug overlay. #ScreenshotSaturday #indiedev #gamedev 0264
Reposted by Brieuc SwalesIgnacio Castano @icastano.bsky.social · 20/02/2025I wrote about the journey to make GPU texture compression work everywhere, including some history on how I got into this field. Check it out! www.ludicon.com/castano/blog... 15218