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Grilled Cheese is a product of Village Compute

Version devBuilt at: 2026-10-15 18:51:49 EDT

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@breathing-retro.bsky.socialOct 15, 2026, 10:39 PM

3DOS โ€” #lowpoly #MSDOS 3D renderer project

#retrogaming #retrocomputing #graphicsprogramming

@stanoddly.itch.ioOct 15, 2026, 10:39 AM

A Survival Crisis Z meets Hotline Miami experiment that shows how modern effects can make even placeholder pixel art sprites come alive.

Left - unlit
Right - lit with radiance cascades

#pixelart #graphicsprogramming #indiegamedev #radiancecascades

Top-down pixel-art view of an apartment floor without any lighting. A teal checkered floor is divided by grey concrete walls. A corridor runs across the middle with doorways into rooms above and below. A pink player sprite stands in the corridor, and green placeholder zombies stand in the rooms. Everything is evenly bright, with no shadows.The same top-down view, lit. Warm ceiling lights cast soft green-tinted pools on the checkered floor, brightest along the corridor. Wall ends throw shadows into the rooms, the walls' edges catch a warm glow, and a blue neon lamp tints a room at the top left. Away from the lights, the rooms fade into darkness and the zombies are barely visible.
@some-what.bsky.socialOct 15, 2026, 5:40 AM

I've made a simple ant simulation!
I wanted to try compute shaders on Godot for a long time, so I did! :^)

the ants are simple boids that also follow the "phenomenon" trails by sampling it's texture
๐Ÿœ๐Ÿœ๐Ÿœ

#gamedev #indiedev #graphicsprogramming

@breathing-retro.bsky.socialOct 13, 2026, 5:38 PM

Sail Away 64 โ€” WIP #Nintendo64 homebrew game

#retrogaming #n64 #n64dev #gamedev #graphicsprogramming #lowpoly #indiegamedev

@theforge.devOct 8, 2026, 7:02 PM

California is home, but our work reaches far beyond the coast. ๐ŸŒŽ

From real-time graphics and rendering technology to custom game engines and tools, The Forge builds technology for developers around the world.

โญ๏ธ: theforge.dev

#TheForge #GameDev #GraphicsProgramming

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@geenz.bsky.socialOct 8, 2026, 6:18 AM

Watching GI artifacts vibe to music. You guy little guys. #GraphicsProgramming

@vulkan.orgOct 6, 2026, 10:15 PM

New Vulkan Sample: Pipeline Binary. Learn how VK_KHR_pipeline_binary lets you capture, save and reload driver pipeline binaries to cut shader compilation hitches, with a built-in timing comparison.

docs.vulkan.org/samples/late...
#Vulkan #GraphicsProgramming #GameDev #GPU #programming

@pterosoft.bsky.socialOct 6, 2026, 4:02 PM

Ancient Egypt running in Ptero-Engine, our custom game engine built at Pterosoft Studio.

More Ptero-Engine showcases coming soon.
www.youtube.com/watch?v=m2da...
#gamedev #indiegamdev #gameengine #rendering #graphicsprogramming #raytracing

@manlycoffee.techhub.social.ap.brid.gyOct 4, 2026, 9:51 AM

This was done entirely in fragment shader.

Only reason to use vertex shader was to overlay only triangle over the screen, and it's the whole canvas where we render the scene that you see in the video.

https://tourmaline-syrniki-f5180d.netlify.app/

#WebGPU #ComputerGraphics #GraphicsProgramming

@some-what.bsky.socialOct 3, 2026, 4:17 PM

do you like it pixelated..?

#proceduralanimation #graphicsprogramming #gamedev #indiedev

@some-what.bsky.socialOct 3, 2026, 2:04 PM

ant procedural animation!!
look at 'em go ๐Ÿœ๐Ÿœ๐Ÿœ

#gamedev #proceduralanimation #graphicsprogramming #indiedev

@theforge.devOct 1, 2026, 7:03 PM

What happens when you bring a 2004 classic to modern hardware?

We put DOOM 3 and The Forge Framework to the test across modern platforms.

Legacy code doesn't have to mean legacy hardware.

See the full breakdown on LinkedIn: www.linkedin.com/feed/update/...

#GameDev #GraphicsProgramming

@breathing-retro.bsky.socialSep 30, 2026, 4:16 PM

โ€œI turned #Diablo2 into a 3D gameโ€ โ€” mod project

#retrogaming #modding #gamedev #graphicsprogramming #diablo

@breathing-retro.bsky.socialSep 30, 2026, 11:54 AM

โ€œI built my own #N64 engine: water, cloth and real physics running on real hardwareโ€ homebrew project by zoncabe

www.reddit.com/r/N64Homebre...

#retrogaming #n64dev #graphicsprogramming #lowpoly #demoscene #gamedev #indiegamedev #Nintendo64

@vulkan.orgSep 29, 2026, 2:08 PM

New Sample - Shader Quad Control

Shader Quad Control. See how VK_KHR_shader_quad_control lets fragment shaders share values across 2x2 quads for more stable derivatives and texture LOD.

Check it out: docs.vulkan.org/samples/late...
#Vulkan #GraphicsProgramming #GPU #Shaders

@breathing-retro.bsky.socialSep 27, 2026, 5:35 PM

Ported James Lambert's #N64 Megatextures to the #ESP32 S3 (with source!)

#retrogaming #n64dev #graphicsprogramming #demoscene

@theforge.devSep 24, 2026, 7:19 PM

60 FPS doesn't always mean smooth gameplay.

Average FPS can hide what the player actually feels. Thatโ€™s why performance analysis needs to look beyond averages.

The number matters. The frame times tell the story.

#TheForge #GameDev #GraphicsProgramming

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@breathing-retro.bsky.socialSep 21, 2026, 8:27 AM

Autorun homebrew โ€” Wine running natively on Nintendo Switch 1โ€™s operating system Horizon

#emulation #emudev #retrogaming #vulkan #graphicsprogramming #gamedev #programming #reverseengineering

@devster269.bsky.socialSep 18, 2026, 6:10 PM

Was playing around with my post processing stack and AgX tone mapper in my custom forward style graphics renderer built in a 2010 graphics API with a custom hybrid lighting model.
I think the results speak for themselves!

#Gamedev #Indiedev #EngineDev #OpenGL #GraphicsProgramming #OdinLang

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@theforge.devSep 17, 2026, 7:00 PM

Built to run anywhere. โš™๏ธ๐Ÿ“ฑ๐Ÿ’ป๐Ÿ‘“๐Ÿ–ฅ๏ธ๐ŸŽฎโš™๏ธ

From PC to console, mobile to XR, The Forge helps teams build, optimize, and bring their projects to the platforms that matter.

One Forge. Endless possibilities: theforge.dev

#TheForge #GameDev #GraphicsProgramming #Mobile #PC #Console #XR

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