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turtlespook

@turtlespook.bsky.social
66 followers 365 following 186 posts

recovering graphics & GPU programming nerd • 👻✨• i love geometry and physics simulation!

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turtlespook @turtlespook.bsky.social · 1h
happy birthday!
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Alan Wolfe @demofox.bsky.social · 03/10/2026
The Double Headed Stack Allocator New blog post! blog.demofox.org/2026/10/03/t...
This shows how the double headed stack allocator works. Level data (red) is allocated from the left going towards the right, while character data (green) is allocated from the right going to the left. They can each allocate / deallocate memory as they wish, without the two systems interleaving and causing fragmentation.
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Kostas Anagnostou @kostasanagnostou.bsky.social · 01/10/2026
"Fast blur with animated radius", examines various blurring techniques with an emphasis on varying blur radius and non-uniform horizontal & vertical blur. Includes WebGPU sample to showcase the techniques. aras-p.info/blog/2026/10...
aras-p.info
Fast blur with animated radius · Aras' website
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Matt Keeter @mattkeeter.com · 28/09/2026
hi friends I'm very excited to announce Halfspace, my experimental cross-platform IDE for solid modeling with distance fields! This has been in progress since midway through last year, and it's finally "done enough" to make it more public.
mattkeeter.com
Halfspace
An IDE for solid modelling with distance fields
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Tom Forsyth @tomforsyth.bsky.social · 28/09/2026
DASHR - Dynamically Animated Skinned Heightfield Rendering Short video for now - I might do a longer one later? youtu.be/-Su9YrcazRk But there's ALL the details in the paper, and you can always Use The Source, Luke for the really deep info. github.com/tomforsyth10...
youtu.be
DASHR - Dynamically Animated Skinned Heightfield Rendering - six minutes version
YouTube video by Tom Forsyth
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Ketan Joshi @ketanjoshi.co · 26/09/2026
I feel like one of the most radical, best and most rebelliously good things you can do right now in the informational online space is just....give people credit, love, support and shoutouts. Even if they just inspired you or prodded a thought you built on, name them and thank them loudly.
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turtlespook @turtlespook.bsky.social · 26/09/2026
looking forward to it!
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Baptiste GENEST @baptiste-genest.bsky.social · 26/09/2026
As graphics researchers or geometry teachers, we speak about 3D using screenshots, and that's just sad... What if you could make SLides on top of PolyscOPE? You can using SLOPE! Slope allows you to synchronize a 3D viewer, animated meshes, shaders, live demos, equations (& more) with your slides!
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turtlespook @turtlespook.bsky.social · 26/09/2026
always happy to see new voxel meshing algorithms in the wild! Do you do anything special to preserve sharp edges and corners a la dual contouring?
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turtlespook @turtlespook.bsky.social · 22/09/2026
yeah, i have it bookmarked and it’s been like that for the past few months :( (good thing the internet archive version is still there)
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JMS55 @jms5517.bsky.social · 18/09/2026
New blog post! Go read about making ReSTIR better, killing ReSTIR, improving denoising, and more! jms55.github.io/posts/2026-0...
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Dominic Tarason @dominictarason.com · 17/09/2026
The Message From Deep Space is such a smart puzzle game. Slowly figure out how to communicate with aliens, starting with basic math concepts and building up from there.
steamhype.com
Become Earth's First Xeno-Linguist in Sci-Fi Puzzler The Message from Deep Space
Here's my number, so call me maybe?
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Godot Engine @godotengine.org · 15/09/2026
From the outside, rendering optimization can look a little bit like black magic. That's why @clayjohn.bsky.social, lead maintainer of the rendering team, is here to show a few examples of some optimizations from this year to highlight that optimizing rendering code isn’t as scary as it sounds.
godotengine.org
Optimizing CPU-side Rendering Code – Godot Engine
Optimizing CPU code is a lot of fun. Here’s how we do it
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Adriaan @adriaan.games · 16/09/2026
We optimized draw calls by 99% (lol) in Hidden Folks 2 by writing some tools to find all textures used in a level, generate a level-specific atlas, and replace individual texture references with atlas textures. Thread below 🧵👇🏼 #godotengine
Two side-by-side screenshots showing before and after we applied a texture atlas optimization to our game Hidden Folks two, the before showing 13318 draw calls and the after showing 113 draw calls
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turtlespook @turtlespook.bsky.social · 12/09/2026
these companies were never your friends, and the ideology they proliferate through their tech is self-evidently not compatible with a kind and decent society why do people keep falling for the promise of ~infinite productivity~ at the expense of, well, everything else that make a thing worth doing?
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turtlespook @turtlespook.bsky.social · 12/09/2026
it’s cold comfort to artists, musicians, writers, and all the other communities ravaged by AI co’s, but i’m glad that at least some part of STEM is growing a backbone and asserting its values technology is meant to serve people - how we use it is a choice. none of this is necessary or inevitable
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turtlespook @turtlespook.bsky.social · 10/09/2026
GOOD MORNING MINTO!!! (pardon the enthusiasm it’s been awhile)
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Minovsky @minovskyarticle.bsky.social · 08/09/2026
Go outside and look for lizards while it's still hot out.
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Gro-Tsen @gro-tsen.bsky.social · 20/07/2026
Let me expand upon this 🔽 and say something about AIs, mathematics, proofs, conjectures, problem-solving, goalposts, paperclips, genii and, more importantly, Campbell/Goodhart's law. 🧵⤵️ •1/38
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turtlespook @turtlespook.bsky.social · 08/09/2026
happy library birthday! (?) I don't work much in this area myself, but the blog posts that came from it have certainly kept me curious and inspired over the years ^^
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bel @steelybel.bsky.social · 05/09/2026
when u see claude on the github repo
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turtlespook @turtlespook.bsky.social · 06/09/2026
This keeps L1 clean for the other parts of the kernel that can actually benefit from cache coherence But I didn’t do a real test/profile of this so take it with a big grain of salt ^^
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turtlespook @turtlespook.bsky.social · 06/09/2026
Not an expert by any means, but I remember the CUDA docs saying it’s L2 which is addressed in 32-byte sectors? So for truly random access on <32b types, it might make sense to bypass L1 and load directly from L2 (with `ldcg()` instead `ldg()`)
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turtlespook @turtlespook.bsky.social · 06/09/2026
happy birthday!!
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Mike Turitzin @miketuritzin.bsky.social · 03/09/2026
One thing I learned from this article is that (on NVIDIA GPUs) 128-byte cache lines are divided into 4 32-byte sectors, which are read independently. So there's a benefit to reducing random-access reads below the cache-line size, but not below 32 bytes. blog.doubleword.ai/what-happens...
blog.doubleword.ai
What happens when a GPU reads memory | Doubleword
Following an LDG.E SASS instruction through the hardware units in an RTX 4090.
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Andrew Willmott @andrewwillmott.bsky.social · 31/08/2026
It's really hard to beat this for a practical, worked example of how modern CPU/memory architectures affect performance. It describes the issues with (and corresponding solutions for) a simple matrix transpose: gudok.xyz/transpose/.
gudok.xyz
What it takes to transpose a matrix
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Ghostdog Millionaire 🇿🇦/sa @projectauuman.bsky.social · 31/08/2026
Artist: DocksEcky
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turtlespook @turtlespook.bsky.social · 28/08/2026
as someone in the same position as you (more people need to talk about nine sols!!), man I wanna play ER so bad is the switch version even out though? I thought it got delayed at some point because of performance issues
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Mousey Doll M0-U53.1🏳️‍⚧️♿️ @mouseydolly.bsky.social · 26/08/2026
Tim Curry has gone to the one place not corrupted by capitalism,,, Itll miss him
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turtlespook @turtlespook.bsky.social · 19/08/2026
gonna tell my kids that this was gawr gura
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Para @parakerman.bsky.social · 11/08/2026
new gits episode, new wallpaper candidate
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v buckenham @v21.bsky.social · 13/08/2026
a lot of colanders on the timeline this morning. not sure I've ever seen a timeline with more colanders...
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Jacob Geller @jacobgeller.com · 12/08/2026
The US really just doesn't have the architecture to do Dark Souls 3-style eclipses
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Marc B. Reynolds @marc-b-reynolds.bsky.social · 10/08/2026
A post in which I claim it's no work at all to perform integer division in floating point. marc-b-reynolds.github.io/math/2026/08... #floatingpoint #optimization
code snippet from linked blog post
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Raph Levien @raphlinus.bsky.social · 10/08/2026
I just posted a blog post on my hyperbezier curve: linebender.org/blog/hyperbe... I've actually been working on this for years, and only recently figured out a solution to the parameter mapping problem. I think this curve is potentially better than cubic Béziers for 2D vector graphic design.
A plot of two roughly S-shaped curves. In gray is a cubic Bézier, and the Bézier control points are shown. In blue is an example of the hyperbezier, with roughly similar shape but much smoother curvature variation. There is also a "curvature comb" in green.
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turtlespook @turtlespook.bsky.social · 08/08/2026
these goddamn distance fields are gonna haunt me for the rest of my life, aren’t they (rangers FC stadium, glasgow)
A stylized illustration of the rangers logo (a lion?) on the stadium wall. The outline of the logo is present, along with evenly spaced offset curves
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Sean Barrett @nothings.bsky.social · 06/08/2026
It's interesting because so much in math and physics, people do their best work in their 20s, but I feel like I'm still improving, pushing 60 and yet writing better code than in the past on multiple axes: cleaner code, cleaner API design, and still finding a clever problem solution here and there.
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Nicholas Sharp @nmwsharp.bsky.social · 05/08/2026
Tomorrow I'll speak at the FPTalks series on floating point and numerical analysis, about robust geometry for neural implicit surfaces (work w/ @_AlecJacobson). The other talks sound amazing, and I love this area! Check out this great organization. fptalks.org/talks/fptalk...
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turtlespook @turtlespook.bsky.social · 05/08/2026
i don’t have a good intuition for this but 41x41 sounds pretty big. is it near the point where an FFT would be faster?
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Xiana Carrera @xianacarrera.bsky.social · 04/08/2026
The talk I presented at #SIGGRAPH2026 is now available on YouTube, for anyone who couldn’t attend or would like to revisit it :) youtu.be/OFJYBUArVPc?...
youtu.be
Dual Contouring of Signed Distance Data - SIGGRAPH 2026 [Technical paper presentation]
YouTube video by Xiana Carrera
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turtlespook @turtlespook.bsky.social · 03/08/2026
omg a hit tweet etc etc anyway check out the official cover! bsky.app/profile/cake...
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Yining Karl Li @yiningkarlli.bsky.social · 02/08/2026
Another recent Animation Obsessive article that I really like: this one about Hayao Miyazaki's gorgeous image boards. Miyazaki's image boards aren't storyboards, but they're not fleshed out concept art either; they kind of sit somewhere in between. animationobsessive.substack.com/p/the-image-...
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turtlespook @turtlespook.bsky.social · 02/08/2026
it’s even the simpler/quicker way to go imo, frame rate be damned just add the hemispheric sampling function (cosine-weighted for bonus points) which is what, 10 lines of code? and you’re basically done
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turtlespook @turtlespook.bsky.social · 02/08/2026
and finally, the full end credits theme from outer wilds, which should be straight up illegal to perform in a public setting (it destroyed me for the Nth time)
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turtlespook @turtlespook.bsky.social · 02/08/2026
vocaloid music covered in native gaeilge!
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turtlespook @turtlespook.bsky.social · 02/08/2026
the obligatory silksong mention
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turtlespook @turtlespook.bsky.social · 02/08/2026
some of my own highlights: there was a gorgeous orchestral cover of eurydice’s “good riddance” from hades
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turtlespook @turtlespook.bsky.social · 01/08/2026
thank you @cakejumper.bsky.social and @ivgorchestra.com for tonight! you guys put on a fantastic show!!
Helix concert hall, vacated during the intermissionCake and the conductor chatting on-stageThe IVGO playing their last piece of the night, from Death Stranding 2IVGO merch oshikatsu with the venue logo
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turtlespook @turtlespook.bsky.social · 01/08/2026
good luck!!
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