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jcowles.bsky.social

@jcowles.bsky.social
364 followers 338 following 136 posts

Rolled my desk over to Valve. Past: Unity ML Artistry, Xoogler, TiltBrush. Pixar GPU team: Hydra, OpenSubdiv, and OpenUSD. Closet demoscener. 日本語はまだまだ。

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Reposted by @jcowles.bsky.social
Kenney @kenney.nl · 11/08/2026
People message me that my assets get resold at Fab, itch.io & Roblox. Technically that's legal (sort of debatable), but I still feel it's unfair for people that pay for them while they could've been free. I want my assets to be free, please keep them free.
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Ash Pinnick @tvdinnerdev.bsky.social · 23/07/2026
Los Angeles folks! Come see my piece in La Luz de Jesus’ annual summer group show! And if you’re so inclined, celebrate with me IRL August 7th at the opening. It’ll be a good time.
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jcowles.bsky.social @jcowles.bsky.social · 22/07/2026
👎 variety.com/2026/film/ne...
variety.com
Pixar Bears Brunt of Disney Studio Layoffs as Company Axes Several Hundred Staffers
Pixar Animation Studios, despite riding high on the success of summer blockbuster "Toy Story 5," was hit particularly hard in a wave of corporatewide layoffs at Disney.
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Inigo Quilez @iquilezles.bsky.social · 27/06/2026
I made a video about the smooth-maximum function, I hope you like it! youtu.be/6Qb6QtC6QMs
youtu.be
A function you cannot do without
YouTube video by Inigo Quilez
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Brendon Chung @blendogames.bsky.social · 23/06/2026
I wrote about level design readability: blendogames.com/news/post/20...
a corridor from the game Thirty Flights of Lovinga series of gaps in a wall, each increasing in size
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jcowles.bsky.social @jcowles.bsky.social · 21/06/2026
Advertise your Bluesky account with a Simpsons image.
static.klipy.com
Homer Simpson's Power Hammer Mishap
ALT: Homer Simpson's Power Hammer Mishap
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Inigo Quilez @iquilezles.bsky.social · 19/06/2026
A live session coding a procedural tower of bricks. Turned out ugly, I fixed it a bit in shadertoy after I closed the recording: youtu.be/DAMiS2PGTEE
youtu.be
Coding a brick tower
YouTube video by Inigo Quilez
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Devolver Digital @devolverdigital.com · 06/11/2025
Everything about making video games is harder than you think.
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jcowles.bsky.social @jcowles.bsky.social · 18/10/2025
www.nokings.org#map
nokings.org
No Kings
As the president escalates his authoritarian power grab, the NO KINGS non-violent movement continues to rise stronger. We are united once again to remind the world: America has No Kings and the power ...
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Andrew Lawrence @ndrew.bsky.social · 18/09/2025
the kimmel thing is bad but as long as they arent rounding people up indiscriminately based on race, building concentration camps and talking about eradicating those they deem sexual deviants, i think we’ll be ok
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Sebastian Schöner @sschoener.bsky.social · 10/09/2025
How my attitude to "unfinished" code changed blog.s-schoener.com/2025-09-08-t...
blog.s-schoener.com
TODO TITLE | Sebastian Schöner
In the past, I used to work in a codebase that had a lot of // @TODO: comments in it. Those TODOs would rank from obvious, small improvements to calls for features that would require an entire rewrite...
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mjp @mjp123.bsky.social · 08/09/2025
I'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.io
Ten Years of D3D12
For 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...
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Derek Yu @mossmouth.bsky.social · 31/08/2025
🍒 Final day of Cherry Rush! 🍒 www.cherry-rush.org
cherry-rush.org
Home | Cherry Rush
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Sebastian Schöner @sschoener.bsky.social · 29/08/2025
Unreasonable within reason blog.s-schoener.com/2025-08-29-r...
blog.s-schoener.com
Unreasonable within reason | Sebastian Schöner
Over the years I have come to appreciate “unreasonable” coworkers. What a weird sentence to write, right? When it comes to programming, you are usually fairly well advised to be “reasonable.” For exam...
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Stephen Hill @selfshadow.com · 16/08/2025
SIGGRAPH 2025 links: blog.selfshadow.com/2025/08/15/s.... I'll be adding more soon. Let me know if I'm missing anything.
blog.selfshadow.com
SIGGRAPH 2025 Links
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AJ Jefferies @moonjam.com · 16/08/2025
A horse struggles to exist #art #animation #indieanimationday #horse
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Kostas Anagnostou @kostasanagnostou.bsky.social · 15/08/2025
An Introduction to Neural Shading, Siggraph 2025 course presentation slides dl.acm.org/doi/suppl/10... and materials github.com/shader-slang...
dl.acm.org
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Stephen Hill @selfshadow.com · 10/08/2025
Most 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.com
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
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ceruleite.bsky.social @ceruleite.bsky.social · 09/08/2025
As the date for the 20th anniversary of Advances is coming, I realized some content was missing. Posted 2007 and 2008 courses online - check them out! advances.realtimerendering.com
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jcowles.bsky.social @jcowles.bsky.social · 07/08/2025
Hell Clock is real good - the design is “Hades, but faster with guns” which is perfect for me store.steampowered.com/app/1782460/...
youtu.be
Hell Clock - Official Gameplay Release Date Trailer
YouTube video by IGN
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ceruleite.bsky.social @ceruleite.bsky.social · 06/08/2025
It's time to share the program for the 2025 Advances in Real-time Rendering in Games. Check out all the details here: advances.realtimerendering.com/s2025/index.... and, of course, come attend the course live on Tuesday August 12 at SIGGRAPH in Vancouver!
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SniperJake945 @tearsofjake.bsky.social · 29/07/2025
New 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...
Anisotropic perlin noise on Suzanne
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jcowles.bsky.social @jcowles.bsky.social · 30/07/2025
“The call to sin here is just a proxy for your real sins”
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Unbound @unbound-io.bsky.social · 23/07/2025
Unbound's joyful, intuitive sculpting experience is now even more powerful with physics. Use collisions, triggers, constraints, physics logic blocks & APIs help you set up complex rigs and behaviors for your game. Try for free: unbound.io #gameDev #physics #madeWithUnbound
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Kenney @kenney.nl · 24/07/2025
Looking for a 3D modeler that wants to work me on new CC0/public domain characters, especially hair styles. Low-poly, you can use whatever software you like, paid job! DM, or react with your portfolio 🙇‍♂️
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Double Fine @doublefine.com · 08/06/2025
From @leepetty.bsky.social‬ and Double Fine Productions, our new game is Keeper - a beautiful and surreal third-person, atmospheric puzzle adventure, and a story told without words. On October 17 2025 — The Keeper Shall Awaken! Wishlist today, and find out more on www.doublefine.com
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ceruleite.bsky.social @ceruleite.bsky.social · 08/06/2025
Only a few days till REAC is here - register, log in, and soak in all the rendering architecture goodness! Program: enginearchitecture.org/2025.htm Register: tinyurl.com/register4rea... See you there!!
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Tiny Glade 🏰🌿 @pouncelight.bsky.social · 18/05/2025
Okay, folks, this is still super WIP but I wanted to share this sneak peek of a new stair tool we’ve been working on :33 There might also be some cobblestone coming 👀
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jcowles.bsky.social @jcowles.bsky.social · 25/04/2025
dot product dot product dot product dot product dot product dot product
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Jim Musil Painter @jimmusilpainter.bsky.social · 24/04/2025
My painting TIDAL WETLANDS
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Lionel Lemarié @hikey.org · 24/04/2025
Moon from NASA's CGI Moon Kit, voxelized, path traced. #rendering #MetalRT
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Xor @xordev.com · 21/04/2025
"Whirl" in 213 chars of #GLSL: vec3 p,v;for(float i,z,d;i++<1e2;o+=(cos(p.z+vec4(0,1,2,3))+1.)/d)p=z*normalize(FC.rgb*2.-r.xyy),p.z-=t,p.xy*=mat2(cos(p.z*.1+vec4(0,11,33,0))),z+=d=length(v=max(v=cos(p+sin(p.yzx/.3)),v.zxy*.1))/6.;o=tanh(o/5e3);
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jcowles.bsky.social @jcowles.bsky.social · 06/04/2025
I thought republicans were supposed to be good at capitalism…
Stock market go boom
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Timothy Snyder @timothysnyder.bsky.social · 24/03/2025
If you accept that non-citizens have no right to due process, you are accepting that citizens have no right to due process. All the government has to do is claim that you are not a citizen; without due process you have no chance to prove the contrary.
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Ben Houston @ben3d.ca · 21/03/2025
"Building an agentic coder from scratch." A write-up and slide deck from my talk last night at Ottawa Forward JS. benhouston3d.com/blog/buildin...
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Yining Karl Li @yiningkarlli.bsky.social · 19/03/2025
We just posted a recording of the presentation I gave at DigiPro last year on Hyperion's many-lights sampling system. It's on the long side (30 min) but hopefully interesting if you like light transport! Check it out on Disney Animation's website: www.disneyanimation.com/publications...
disneyanimation.com
Walt Disney Animation Studios - Publications
We engage with the global research community through collaborations with universities around the world, publications in academic journals and participation in top-tier conferences.
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mjp @mjp123.bsky.social · 09/02/2025
I just pushed a new "Lite" version of my spherical harmonics shader library for HLSL: github.com/TheRealMJP/S... The Lite version does not use templates, and is compatible with FXC or other compilers that don't support templates and operator overloads.
github.com
GitHub - TheRealMJP/SHforHLSL: SH for HLSL 2021
SH for HLSL 2021. Contribute to TheRealMJP/SHforHLSL development by creating an account on GitHub.
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Scott Anderson @impossible.bsky.social · 04/02/2025
Radiant Foam: Real-Time Differentiable Ray Tracing" radfoam.github.io
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jcowles.bsky.social @jcowles.bsky.social · 24/01/2025
💠 🔥💠
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Ryan C. Gordon @icculus.icculus.org · 21/01/2025
"Folks, we have climbed the mountain." www.patreon.com/posts/sdl3-i...
patreon.com
SDL3 is officially released! | Ryan C. Gordon
Get more from Ryan C. Gordon on Patreon
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jcowles.bsky.social @jcowles.bsky.social · 19/01/2025
Demoscene, but hand-drawn. youtu.be/bekf5zDZ3U8?...
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Aras Pranckevičius @aras-p.bsky.social · 16/01/2025
So... instead of doing anything useful today... I made Blender VSE timeline run Doom. www.youtube.com/watch?v=Y2iD...
youtube.com
Doom running in Blender Video Sequence Editor timeline
YouTube video by Aras Pranckevičius
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Game Maker's Toolkit @gamemakerstoolkit.com · 15/01/2025
The fantastic game jam @ludumdare.com is sadly not running any events in 2025 as host Mike Kasprzak is struggling financially. While Mike isn't specifically asking for donations, he does have a Patreon which helps cover the jam's expenses. Perhaps we can help? www.patreon.com/c/mikekasprz...
patreon.com
Get more from Mike Kasprzak on Patreon
creating Ludum Dare, videos, and more
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Zhenjun Zhao @ericzzj.bsky.social · 14/01/2025
SplatMAP: Online Dense Monocular SLAM with 3D Gaussian Splatting Yue Hu, Rong Liu, Meida Chen, Andrew Feng, Peter Beerel tl;dr: SLAM->point clouds->dynamic densification; edge-aware normal loss+photometric consistency loss arxiv.org/abs/2501.07015
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Christoph Peters @momentsingraphics.bsky.social · 12/01/2025
You cannot get physically-based rendering right without understanding radiometry. My new blog post explains it all, relying on familiar concepts from rendering algorithms as much as possible. Part 2 will come next week. momentsingraphics.de/Radiometry1B...
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Rune Skovbo Johansen @runevision.bsky.social · 11/01/2025
For my game, I need creatures that are both procedurally generated and animated. And not just crawly critters or aliens, but specifically mammals. This is quite a research challenge. Here's a write-up on my progress over the past few years: blog.runevision.com/2025/01/proc... #ProcGen #GameDev
blog.runevision.com
Procedural creature progress 2021 - 2024
For my game The Big Forest I want to have creatures that are both procedurally generated and animated, which, as expected, is quite a resea...
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Pekka Väänänen @pekkavaa.bsky.social · 10/01/2025
May I present my new four-part article series “Demystifying the PVS” on Quake's precomputed visibility. The first three parts are out now! Read them here: 📜 30fps.net/pages/pvs-portals-and-qua… Related code available at: 🖳 github.com/pekkavaa/vis.py
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jcowles.bsky.social @jcowles.bsky.social · 07/01/2025
DLSS 4 video is declaring CNNs obsolete, replaced by transformers, but I don’t get how this slide is a good thing… “Transformer is driving scaling loss of artificial intelligence”
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Stuart Wade @dlgnce.bsky.social · 07/01/2025
Tons of new modeling and logic functionality in the latest @unbound-io.bsky.social update. Fresh website too! 👀 unbound.io
unbound.io
Unbound: 3D Reimagined
Unbound is a new engine built around the magic of creating with SDF shapes. Quickly bring your ideas to life with powerful game-making tools that are enjoyable for experts and newcomers alike.
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jcowles.bsky.social @jcowles.bsky.social · 06/01/2025
Getting back to sketching, after a super long break
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