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Grilled Cheese is a product of Village Compute

Version devBuilt at: 2026-10-10 01:38:52 EDT

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@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

@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

@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

@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

@gabrielsassone.bsky.socialSep 11, 2026, 7:35 AM

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

@breathing-retro.bsky.socialSep 7, 2026, 1:22 PM

#Nintendo64 3D tech demo by zoncabe posted on N64brew Discord

github.com/zoncabe/volc...

github.com/zoncabe/demo64

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

@breathing-retro.bsky.socialSep 6, 2026, 3:16 PM

Making a #PS1 Game ON ORIGINAL HARDWARE!

#retrogaming #psx #psxdev #playstation1 #lowpoly #indiegamedev #gamedev #graphicsprogramming #programming

@breathing-retro.bsky.socialSep 6, 2026, 3:04 PM

Bill Atkinson and Dithering Algorithms

#retrogaming #retrocomputing #pixelart #programming #graphicsprogramming #vintagemac

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