Abres una magdalena y...
20% Me huele a químico
20% Me huele a mi abuela
60% Enlace cuántico de ambos
5 votes • Final results
winden^capsule^rgba^ntw^bg retweeted
Having a lot of fun with this silly engine thingie, mostly because it's minimal and it lets me experiment quickly with game ideas — this one is a very simple metroidvania toolset
put together a smol toy game engine with @pmndrs glyph, koota, typegpu and Effect.
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winden^capsule^rgba^ntw^bg retweeted
La peor noticia posible, ha muerto nuestro gran amigo Richard Harrison, con el cual solíamos hablar por videollamada y conectó varias veces en nuestros directos. D.E.P.
Richard Harrison, Star of Spaghetti Westerns and Sword-and-Sandal Flicks, Dies at 90 hollywoodreporter.com/movies…
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winden^capsule^rgba^ntw^bg retweeted
Replying to @XorDev
That framing of raising the floor but not the ceiling is such a good way to look at it and it brings me a lot of relief. Hadn’t quite thought of it that way before but it makes sense
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Por fin me llega la primera novela en físico de mi compadrisimo Ricard!!! 💜💙🩵 Lo podéis pillar tanto en físico como en ebook. amzn.eu/d/0aIPEFFO
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winden^capsule^rgba^ntw^bg retweeted
Atención, que el proximo 7 de Noviembre hay un gran evento de #commodore y #amiga en @PoloDigitalMLG
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winden^capsule^rgba^ntw^bg retweeted
NoGraphicsAPI is released (MIT license)! It's a low-level Vulkan 1.4 wrapper using latest extensions (BDA, descriptor heap, device address commands, unified image layouts) to get as close as possibly to my No Graphics API blog post and SIGGRAPH 26 talk. github.com/sebbbi/NoGraphics…
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winden^capsule^rgba^ntw^bg retweeted
I found a cool Voronoi variant that gives a nice fractal boundaries to each cell, that is efficient to compute. It seems like a good fit for coastlines, which are often similarly fractal in nature. shadertoy.com/view/sfKSDw boristhebrave.com/2026/08/29…
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winden^capsule^rgba^ntw^bg retweeted
VK_KHR_device_address_commands extension adds support for providing GPU pointers instead of buffer+offset pairs for index/vertex buffer bindings and copy command APIs in Vulkan. This was released 3 months after my blog post. I completely missed it for my SIGGRAPH talk. Latest drivers by AMD, Nvidia and Intel (vulkan.gpuinfo.org) already support it. When this is combined with BDA, VK_EXT_descriptor_heap and vkCmdPushDataEXT, we can almost implement the binding model I proposed in my blog/talk. Differenes: The root data struct must come from CPU pointer (driver internally bump allocates it, instead of exposing us a GPU pointer) and the GPU pointers must be paired with size (even when robust access is disabled). GLSL language missing proper pointers can be sidestepped by using Slang. It has clean pointer support. Slang apparently supports all these extensions today. And Slang has a flag for C POD struct compatibility. You can mix/match 16/32-bit int/float types/vectors and 64-bit pointers in structs. I will write a quick prototype ASAP to see how close we actually are and what are the remaining sharp corners. Link to my extended SIGGRAPH talk if you want to know more: piped.video/watch?v=aQv9pUl9…
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winden^capsule^rgba^ntw^bg retweeted
No matter how many times I see this, I don’t understand it. 🤷🏽‍♂️
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winden^capsule^rgba^ntw^bg retweeted
Esta foto he podido sacar hoy del eclipse parcial en Tenerife, con el Sol eclipsado tras el cráter del Teide. Guayota asomándose 🔥
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SEGA RALLY 2 para PC 25 aniversario. NO es emulación, es la versión nativa de PC adaptada para correr en Win10/11 con total fluidez y compatibilidad con teclado o joystick. Acá el instalador listo para jugar. Enjoy. archive.org/details/sega-ral…
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winden^capsule^rgba^ntw^bg retweeted
I've been prototyping a tool for manipulating paths as if they were a malleable material. The primary quality I'm aiming for is that the final path feels authored. Control point placement should feel intentional — not machine-generated.
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winden^capsule^rgba^ntw^bg retweeted
Custom gradients added to #C64 Dev Machine: Tested the custom 12 colours mode as well as the 2 colour mode in Hires and Multicolour.
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winden^capsule^rgba^ntw^bg retweeted
11k views in 1 day for a technical 1h 40min video! My hope for humanity has been restored. There's still people out there watching long videos :) piped.video/watch?v=aQv9pUl9…
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winden^capsule^rgba^ntw^bg retweeted
Extended (2x) version of my SIGGRAPH 2026 talk: piped.video/watch?v=aQv9pUl9… Reducing Graphics API Complexity: A Clean Slate Design for Modern GPUs
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winden^capsule^rgba^ntw^bg retweeted
FPGA GPU: Totally gratuitous diffuse+specular+Fresnel. Note that there are some shenanigans in the shader here since program sizes are limited. Also some additional approximations.. but generally it works!
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winden^capsule^rgba^ntw^bg retweeted
Was listening to the Moving Mobile Graphics #SIGGRAPH2026 presentations today. Their new API looks cool and feels very close to what we built in LightweightVK and presented at #SIGGRAPH2024. There are a few key differences, though: 1) LVK uses implicit, declarative resource barriers ("dependencies"). 2) LVK does not private an API for explicit memory allocations. 3) LVK has a clean, straightforward API for async compute queues. 4) LVK does not use separate texture heaps - just one large bindless "heap". And, of course, LVK is 100% bindless on Vulkan 1.3+. github.com/corporateshark/li…
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winden^capsule^rgba^ntw^bg retweeted
I am talking about modern graphics API complexity today at SIGGRAPH. What went wrong and how should we fix the issues. Moving Mobile Graphics session starts at 14 PM in Petree D. s2026.conference-schedule.or…
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winden^capsule^rgba^ntw^bg retweeted
Big announcement! Almost 13 years ago, at the WeCan 2013 demoparty, @plasticdemo and I introduced a realtime shader programming competition that later became widely known as Shader Showdown. The concept has remained largely unchanged over the years. Two coders compete by writing shaders that are automatically recompiled and displayed on a big screen for the audience to vote on. Personally, I felt that the competition had become a little repetitive. Coders were spending much of their time writing raytracing boilerplate and trying to reconstruct the same equations from memory. Fewer and fewer programmers also wanted to compete because the format was quite exhausting. I decided to change that, and the organizers of @PartyXenium 2026 gave me the opportunity to try something new. We will be using BonzomaticAI, a slightly modified version of the original competition tool. It allows AI agents to connect to the application and control the competition based on the programmers’ prompts. The video below shows the results of a presentation I gave to non technical students at the Academy of Fine Arts. The prompts are in Polish to make the barrier to entry even lower. Trust me: good coders are still better at this new game. WE ARE NOT COOKED!
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winden^capsule^rgba^ntw^bg retweeted
movement in non-euclidean quaternionic space
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