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

California is home, but our work reaches far beyond the coast. ๐
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
Watching GI artifacts vibe to music. You guy little guys. #GraphicsProgramming
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
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
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.
do you like it pixelated..?
#proceduralanimation #graphicsprogramming #gamedev #indiedev
ant procedural animation!!
look at 'em go ๐๐๐
#gamedev #proceduralanimation #graphicsprogramming #indiedev
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/...
โI turned #Diablo2 into a 3D gameโ โ mod project
โI 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
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
60 FPS doesn't always mean smooth gameplay.
Average FPS can hide what the player actually feels. Thatโs why performance analysis needs to look beyond averages.
The number matters. The frame times tell the story.
Autorun homebrew โ Wine running natively on Nintendo Switch 1โs operating system Horizon
#emulation #emudev #retrogaming #vulkan #graphicsprogramming #gamedev #programming #reverseengineering
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
Built to run anywhere. โ๏ธ๐ฑ๐ป๐๐ฅ๏ธ๐ฎโ๏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
Really had fun with shadow system for the second edition of our book. I wanted the simplest Virtual Shadow system possible for pointlights: no software page tables, a feedback pass or a persistent page cache.
The secret is Mips and Sparse Residency!
#Vulkan #GraphicsProgramming #RealTimeRendering
#Nintendo64 3D tech demo by zoncabe posted on N64brew Discord
#n64 #n64dev #retrogaming #graphicsprogramming #gamedev #indiegamedev #programming #demoscene #lowpoly
Making a #PS1 Game ON ORIGINAL HARDWARE!
#retrogaming #psx #psxdev #playstation1 #lowpoly #indiegamedev #gamedev #graphicsprogramming #programming
Bill Atkinson and Dithering Algorithms
#retrogaming #retrocomputing #pixelart #programming #graphicsprogramming #vintagemac