Sign in

sergeymakeev.bsky.social

@sergeymakeev.bsky.social
46 followers 31 following 2 posts
PostsRepliesMedia
Reposted by @sergeymakeev.bsky.social
ceruleite.bsky.social @ceruleite.bsky.social · 14/08/2026
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on SLIM: Scaling User-Generated 3D Worlds on Roblox by @sergeymakeev.bsky.social from @roblox.com are now online - enjoy!! advances.realtimerendering.com/s2026/index....
095
Reposted by @sergeymakeev.bsky.social
Sebastian Aaltonen @sebaaltonen.bsky.social · 16/12/2025
My "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.com
No Graphics API — Sebastian Aaltonen
Graphics 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...
19475194
Reposted by @sergeymakeev.bsky.social
Inigo Quilez @iquilezles.bsky.social · 25/11/2025
Here's some cute bounding box functions for 2D shapes. A longer list here: iquilezles.org/articles/bbo...
325247
Reposted by @sergeymakeev.bsky.social
Joe Wintergreen @joewintergreen.com · 20/07/2025
y'ever see my blog post about Max Payne 2's character shadows? got some good Remedy dev scoops in there www.joewintergreen.com/dev-scoops-m...
538073
Reposted by @sergeymakeev.bsky.social
Kostas Anagnostou @kostasanagnostou.bsky.social · 03/09/2025
Brief introduction to a number of OIT techniques: "Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows" www.youtube.com/watch?v=wXSJ...
youtube.com
Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
YouTube video by Academy Software Foundation
04711
Reposted by @sergeymakeev.bsky.social
Kostas Anagnostou @kostasanagnostou.bsky.social · 19/08/2025
Anno 1800: Frame Analysis blog.thomaspoulet.fr/posts/anno-1...
blog.thomaspoulet.fr
Anno 1800: Frame Analysis | Thomas Poulet
In depth analysis of the steps required to get a frame from Anno 1800 onto the screen.
1339
Reposted by @sergeymakeev.bsky.social
Hillsguy @hillsguy.bsky.social · 11/06/2025
Decided to check out how water is rendered in Counter-Strike 2. Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
520050
sergeymakeev.bsky.social @sergeymakeev.bsky.social · 16/05/2025
That’s wild - over 5 years ago I was just toying with the idea for arcade car physics to capture that arcade feel… and today a game on Steam is about to release using that code 😊 Here's my racer code github.com/SergeyMakeev... The game that using it www.ulule.com/highwaytoheal/
github.com
GitHub - SergeyMakeev/ArcadeCarPhysics: Arcade Car Physics - Vehicle Simulation for Unity3D
Arcade Car Physics - Vehicle Simulation for Unity3D - SergeyMakeev/ArcadeCarPhysics
020
Reposted by @sergeymakeev.bsky.social
Manufacture 43 @manufacture43.com · 13/05/2025
🚑 Highway to Heal's crowdfunding campaign is live! 👉 ulule.com/highwaytoheal 💌 Sharing is caring! #crowdfunding #highwaytoheal #indiegame #gaming
ulule.com
Highway to Heal, Drive Fast & Take Care of Adorable Folks!
An open-world arcade driving adventure PC game set in a climate-friendly future city.
12924
Reposted by @sergeymakeev.bsky.social
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.
11708108