George Bolba @gikster.bsky.social · 31/08/2026Started my first job in game dev today. Looking forward to pushing some pretty pixels @TriumphStudios soon! 👀 020
Reposted by George BolbaMΛX @m4xc.bsky.social · 30/12/2025Been working on voxel ray-tracing again lately, this time using a BVH2 TLAS and SVT64 (64tree) BLAS(s). The heat gradient in the video shows the step count from 0 to 128. This scene contains 256 voxel dragons, each model is 256^3 voxels :) 2223
George Bolba @gikster.bsky.social · 05/10/2025A fellow Ocean Rendering enthusiast has written a blog post that goes into the scary math involved with the famous Tessendorf Model and similar implementations. A must read for anyone looking to learn more about Ocean Simulation! Great stuff @rtryan98.bsky.social rtryan98.github.io/2025/10/04/o...rtryan98.github.io Ocean Rendering, Part 1 - Simulation · Robert Ryan - Graphics Programmer 090
George Bolba @gikster.bsky.social · 28/08/2025Looking forward to the 2nd edition!Can't wait to see what this year has in store for us 👀 040
Reposted by George BolbaAmélie Heinrich @dispatchgraph.bsky.social · 29/07/2025Hey BlueSky! I wrote my first ever blog post in a while, talking about how I built my RHI for my game engine Kaleidoscope. Link is ⬇️ 3212
George Bolba @gikster.bsky.social · 25/07/2025I have an abstracted renderer for the most part, with a basic render pass system. I am planning to implement Clustered Forward+ rendering as I find it very interesting. It's currently a forward renderer btw. The code is not too great, but feel free to check it out here: github.com/Gikster007/n...github.comGitHub - Gikster007/niji: Personal Vulkan Engine - WIPPersonal Vulkan Engine - WIP. Contribute to Gikster007/niji development by creating an account on GitHub. 020
George Bolba @gikster.bsky.social · 25/07/2025Started working on a Vulkan renderer last November but I didn't have much time to work on it due to school. I made good progress lately so I thought I'd share my progress on here since I've been "absent" for a while. I got Sponza running at ~3ms @1080p. 1 Dir Light and IBL, nothing too fancy 😄 171
George Bolba @gikster.bsky.social · 21/07/2025The water looks nice! What sort of technique did you use? Is it FFT-based, or something more like flow maps? 120
Reposted by George BolbaGeorge Bolba @gikster.bsky.social · 01/07/2025Yesterday marked the final release of our game, Nakon. It runs on a custom engine, built for PS5 and Windows 10/11. I mainly worked on the rendering, so stuff like Cel Shading, Lighting, FXAA, PS5 backend, Optimizations and much more. You can download the game for yourself here: buas.itch.io/nakonbuas.itch.ioNakon by Breda University of Applied Sciences, BuasJoey, tBoons, Allen Philip, Tycro Games, J111M, Gikster007, Mika Halbauer, alexstn, PappaNiels, desytsv, Viktor231407, DesAn arcade FPS game, made in a custom engine - Student Project 031
George Bolba @gikster.bsky.social · 01/07/2025Yesterday marked the final release of our game, Nakon. It runs on a custom engine, built for PS5 and Windows 10/11. I mainly worked on the rendering, so stuff like Cel Shading, Lighting, FXAA, PS5 backend, Optimizations and much more. You can download the game for yourself here: buas.itch.io/nakonbuas.itch.ioNakon by Breda University of Applied Sciences, BuasJoey, tBoons, Allen Philip, Tycro Games, J111M, Gikster007, Mika Halbauer, alexstn, PappaNiels, desytsv, Viktor231407, DesAn arcade FPS game, made in a custom engine - Student Project 031
Reposted by George BolbaHave A SPU-ky Halloween, Everyone @okonomiyonda.bsky.social · 12/03/2025Every time I hear there is another GDC, I thank kutaragi-sama I am not invited. That being said, hope the rest of y'all have fun 2362
Reposted by George BolbaMΛX @m4xc.bsky.social · 12/03/2025I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :) github.com/mxcop/src-dgigithub.comGitHub - mxcop/src-dgi: Surfel Radiance Cascades Diffuse Global IlluminationSurfel Radiance Cascades Diffuse Global Illumination - mxcop/src-dgi 011519
George Bolba @gikster.bsky.social · 11/03/2025This just popped up in my Google News tab on my phone. Looks pretty interesting. I wonder what the pricing will be like. www.tomshardware.com/pc-component...tomshardware.comStartup claims its Zeus GPU is 10X faster than Nvidia's RTX 5090280 RTX 5090 GPUs = 28 Zeus GPUs according to Bolt Graphics 100
Reposted by George BolbaAmélie Heinrich @dispatchgraph.bsky.social · 19/02/2025Implemented CSM and spot light shadows in uni game engine 0191
George Bolba @gikster.bsky.social · 03/02/2025Cool! What are your thoughts on it so far? I wonder how similar it is to other APIs 🤔 100
Reposted by George BolbaJacco Bikker 🎦 @jbikker.bsky.social · 31/01/2025Year 1 / Block B completed! Our students worked 8 weeks on a 3D Metal Gear clone, for PC and Raspberry Pi, with their own custom C++ OpenGL ES engine. Video: Work by Jack Tollenaar. Bullet Physics, skeletal animation, navmeshes, reflection probes and lots more. Amazing work. 4493
George Bolba @gikster.bsky.social · 26/01/2025The blog post is finally done. Give it read if you want to find out more about Real-Time Ocean Rendering in games! Let me know what you think 😄 gikster.dev/posts/Ocean-...gikster.devOceans: Theory to ImplementationIntroduction to Ocean Rendering 06714
Reposted by George BolbaMΛX @m4xc.bsky.social · 25/01/2025I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :) m4xc.dev/blog/surfel-...m4xc.devMΛX - Surfel Maintenance for Global IlluminationA comprehensive explanation of my implementation of Surfel probe maintenance. 211631
George Bolba @gikster.bsky.social · 21/01/2025It's definitely far from perfect, the main issue being tiling. I have a few ideas already to deal with that, hopefully during the next project :) What's left for the week is to work on documentation and the technical blog post 010
George Bolba @gikster.bsky.social · 21/01/2025Foam has been added and that concludes the programming work for this project, as this is the last week. There is a chance that I can take this project over into the next one, where together with a bunch of other Programmers we will develop a specific genre game engine. Looking forward to it 😁 3334
George Bolba @gikster.bsky.social · 16/01/2025Once you move onto Graphics Programming, I highly recommend learnopengl.com as a learning resource. I still sometimes go back to refresh on some things explained there. OpenGL might be quite old and outdated but it's a good starting point. Best of luck! 😎learnopengl.comLearn OpenGL, extensive tutorial resource for learning Modern OpenGLLearn OpenGL . com provides good and clear modern 3.3+ OpenGL tutorials with clear examples. A great resource to learn modern OpenGL aimed at beginners. 100
George Bolba @gikster.bsky.social · 16/01/2025Welcome to the club :) I definitely recommend getting familiar and comfortable with C++ before you dive into Graphics Programming. Read a book or two on C++, or watch tutorials on yt. Whatever floats your boat. Small projects are a great way to learn so definitely look into that -> 100
George Bolba @gikster.bsky.social · 15/01/2025media.tenor.comhan solo and chewbacca are flying through space in a star wars millennium falcon .ALT: han solo and chewbacca are flying through space in a star wars millennium falcon . 020
George Bolba @gikster.bsky.social · 15/01/2025Looks like there is some interest in the blog post. Some mild pressure for my first ever blog post 😅 130
George Bolba @gikster.bsky.social · 15/01/2025I'm still missing foam, so that's next on the list. After, I might look into tessellation if I have time left. For this project we are also required to write a blog post detailing our work, so if you are interested stay posted as I will probably share it here once it's finished :) 180
George Bolba @gikster.bsky.social · 15/01/2025A small update on my Water Rendering journey. I've been busy with shading and researching how I can go from Oceans to Rivers with the integration of flow maps. I don't think I will have enough time to move to Rivers due to time constraints for the project, so I will stick to Oceans for now :P 3433
Reposted by George Bolbaading.dev @ading.dev · 13/01/2025I made a Doom source port that runs within a PDF file. PDFs support Javascript, so Emscripten is used to compile Doom to asm.js, which is then run within the PDF engine. Input/output is done by manipulating text input fields. doompdf.pages.dev/doom.pdf github.com/ading2210/do... 7040851910
Reposted by George BolbaAmélie Heinrich @dispatchgraph.bsky.social · 08/01/2025Hey there bsky! I'm looking for an internship in graphics/engine programming anywhere in the world (I'm willing to relocate). If you happen to know any open positions or if you work at a company that is taking interns, feel free to contact me! Portfolio ⬇️ 13620
Reposted by George BolbaThew @amazingthew.bsky.social · 02/01/2025unbothered. moisturized. in my lane. literally incapable of targeting x86 091
George Bolba @gikster.bsky.social · 01/01/2025I'm a bit late, but happy new year everyone! To celebrate another full rotation around the sun, enjoy this meme: 140