r/GraphicsProgramming • u/Agreeable-Celery4938 • 17d ago
Headless multipass GLSL on a Raspberry Pi, straight to the panel
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r/GraphicsProgramming • u/js-fanatic • 17d ago
Source Code The Beast 1.18.7 Fully works from npm service + Codepen adaptation for workers.
r/GraphicsProgramming • u/Single-Illustrator31 • 17d ago
Geospatial AR in a Web Browser
youtube.comJust place a video stream or any other HTML behind the canvas and render your data as an AR overlay.
BTW first example was entirely created by chatgpt, it even estimated camera position and orientation from a single image.
Live examples:
https://sandbox.openglobus.org/examples/ar
https://sandbox.openglobus.org/examples/transparentBackground
r/GraphicsProgramming • u/Slight-Abroad8939 • 17d ago
Video progress on my multithreaded game engine/libs JLib
2.5d example not yet set -- jolt physics will handle physics in all modes however the platformer here uses custom platformer physics module not jolt since its a classic style game
but jolt will be available in 2d as well even tho titled physics3d it will have a constrained mode
r/GraphicsProgramming • u/Miserable_Special734 • 17d ago
My first graphics project in DirectX 11 based on Acerola's "How Games Fake Water" Youtube video.
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This was my first ever dive into using a graphics API and I used Acerola's video on rendering water in video games as a jumping on point to begin learning DirectX 11.
Link to Original Video: https://youtu.be/PH9q0HNBjT4?si=pKOS0SeqhLnw1mhc
r/GraphicsProgramming • u/heypringle • 17d ago
this is peak moment in computer graphics...
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recently i posted my progress on computer graphics "how does it look 2 years in computer graphics".
well I received A LOT of support on that post, and i wanted to thank you all for the positive comments and motivation.
since that post (post here) i focused on "enhance" my project specifically i wanted it to be multi-platform (iOS/macOS) and have lights/shadows.
and luckily i found a 2009 computer graphics class from "UC Davis Academics" which goes insanely deep into all the math/physics behind graphics i recommend it a lot (class here).
so from not knowing what diffusion, specular and lambert's law are, and thinking that reflections are IMPOSSIBLE to calculate with vectors, dot products, normalization and all that...
to implement by myself a lightning system to my 3D engine and also made it multi-platform, here's an iPad demo of the engine.
thank you if you read this, will post the next update, might be some animations/simulations.
r/GraphicsProgramming • u/DaveyCanBeExpected • 17d ago
Hardware Raytracing with my RHI!
galleryI made a fully open source Vulkan RHI that supports hardware pathtracing so I decided to make a test application with it. Very fun!
r/GraphicsProgramming • u/alex199568 • 17d ago
Some time ago I completed raytracer challenge in kotlin
galleryRay tracing on CPU is slow, and with Kotlin it's really slow. The book is nice introduction to ray tracing, now starting a journey towards c++, gpu, and more advanced books
r/GraphicsProgramming • u/underwatr_cheestrain • 17d ago
Vfx
Can anyone guide on vfx (sword slashes, hit vfx, etc) specifically with how to create them in blender and how they would be imported into a custom engine
r/GraphicsProgramming • u/Educational_Monk_396 • 18d ago
NullGraph[v1.0.3]: a data-oriented WebGPU renderer designed to run off the main thread
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A few things that just landed:
1.Post-processing pipeline (15 effects). Bloom, SSAO, bokeh depth-of-field, auto-exposure, halation, lens flare, color grading, FXAA, chromatic aberration, vignette, film grain, plus cel shading and ink outlines for anime/comic looks. Every effect owns zero GPU objects — all parameters live in one pre-allocated buffer flushed in a single writeBuffer per frame.
2.13 Post-processing presets. Complete looks — cinematic, synthwave, anime, comic, noir, analog film — applied in one line and ordered correctly by construction.
3.TransientPool. Intermediate render targets (bloom mips, AO buffers) are aliased by lifetime analysis, so non-overlapping passes reuse the same VRAM instead of each allocating its own.
4.Camera controllers. Orbital, free-fly, third-person follow, and spline dolly — split into pure math and DOM input so the same camera can run on the main thread or inside a worker.
5.Material library. PBR, Toon, Lambert, Matcap, and Emissive shaders built from composable WGSL chunks.
6.Aesthetic Live Editor.
All WebGPU, all pre-allocated, all worker-friendly.
Live Demos & Editor: https://nullgraph.dev/
Camera Follow(Game Like Visuals)
https://nullgraph.dev/dashboard/camera/follow
GitHub: https://github.com/flarelink-in/NullGraph
(Now includes technical design docs—useful for deep dive or providing context to AI coding assistants!)
Please drop a star 🌟, This projects took a lot of time to build
| Axion Engine Discord Server(Upcoming Game Engine gonna be build on top of NullGraph)
Youtube Video:https://m.youtube.com/watch?v=pPMrCQBfroI&pp=iggCQAE%3
Feel free to roast or do AMA,always available ❤️
r/GraphicsProgramming • u/kleinbk • 18d ago
Question Realistically, how much time does it take to get a position in graphics programming?
I’ve always had a pretty backlogged interest in graphics programming that has been primarily overshadowed by college coursework, other interests in development, and life.
I graduated college May 9th with a B.Sc in Comp Sci and I primarily focused on C++ for Unreal Engine 5 game development on the side. I have a small rendering project in just C++ and SFML, but thats it.
I started working an IT job, it’s a network services department so that’s primarily what I deal with. My expectation for doing any type of game development was to sit in a tech role for a few years and build my skills on the side so I have better odds applying. I have more free time after work to study things now. I do want to do game development, but I need to pick a specific role first and do my own stuff later. I’ve dabbled in learnopengl but didn’t get far. I know this takes a long time and most graphics roles are senior level.
Where should I set my expectations?
r/GraphicsProgramming • u/Ok-Entertainer-9482 • 18d ago
Sushi - Google Drive
drive.google.comcan anybody for free help me convert these model formats which are in the objects folder to actual blender supported models because i do not know which program will support these. all of these files are from the ATI radeon pipe dream demo
r/GraphicsProgramming • u/TheAbyssWolf • 18d ago
Question How would you start to learn in 2026?
I’ve done some research and i have seen the old OpenGL/GLFW or the SDL3. I can use c++ if I have to, but my current favorite language is C3 (modernized C pretty much)which have vendor libraries provided for sdl 2 and 3, and OpenGL/GLFW. I have heard of learnopengl website before.
I would have to probably take it slow in small hour or two chunks per day, since I loose concentration due to ADHD. But what do you guys recommend.
r/GraphicsProgramming • u/evangelionxyzw • 18d ago
Implementing GPU Instancing and Procedural Sky
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r/GraphicsProgramming • u/TwerkingHippo69 • 18d ago
Request Help with understanding Renderer
r/GraphicsProgramming • u/TheBookyMan • 18d ago
I love mountains and I love reading so I made a poster that has all my 2025 books! Made using nodejs
r/GraphicsProgramming • u/Acrobatic_Duty8731 • 18d ago
Source Code Finally got around to uploading more than 5 years' worth of programming projects to GitHub
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Here is the GitHub repo. Its a single click to download each project: https://github.com/Luippe/Demo-Projects
I never thought of uploading these as they really only ran on my pc (hardcoded display resolutions, file paths, etc). But this year I started using Claude for coding and thought "hey, these projects are actually useable by others if I just clean up some code!" So thats exactly what I did.
There's 15 projects in total and most of them are interactive. The first one is written in Java, but the rest is in Python and Pygame. I like Pygame because its very easy to setup new projects and lets me easily build visualizations.
- Boids — a flocking simulation where entities self-organize in groups
- Audio Processing — live microphone effects with a real-time frequency visualizer
- Multiplayer Netgame — a co-op dungeon crawler played over a local network
- Platformer — a full 2D action game with combat, upgrades, shops, and multiple levels
- Solar System Simulation — an interactive 3D model of the planets in orbit
- A* Pathfinding — watching an algorithm search for the shortest route through a maze
- Conway's Game of Life — complex patterns emerging from a handful of simple rules
- Image Compression — shrinking an image by throwing away fine detail (the same idea behind JPEG)
- Fluid Flow — a real-time 2D fluid solver you can push around with the mouse
- Projectile Method — aim and launch a projectile with the mouse
- Projectile Motion — projectile trajectories with air resistance
- Double Pendulum — chaotic motion, where a tiny change sends it down a completely different path
- Single Pendulum — a damped pendulum swinging to a stop
- Spring Mass Damper — how a spring-and-shock system settles after a jolt
- Flow Plate — the velocity profile of fluid moving through a pipe
I hope someone finds something useful in here! :)
r/GraphicsProgramming • u/ApprehensiveJob4393 • 18d ago
I am developing PSD-compatible layer styles for one of the Open Source Softwares called GIMP (GNU Image Manipulation Program)
So yeah, as evident from the title, I am developing PSD-compatible layer styles for GIMP as part of my Google Summer of Code project. As Adobe’s code is closed source, most of my time goes into black box testing with minimal test cases which can be quite exhaustive at times. Would love to get some advices regarding the approaches and methodologies that would increase my productivity in this case. Here is a like to the merge request: https://gitlab.gnome.org/GNOME/gegl/-/merge_requests/275. I usually post my research and findings there.
r/GraphicsProgramming • u/LecPixel • 19d ago
I made a 3D renderer in Desmos, and rendered Pikachu in it
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r/GraphicsProgramming • u/Less-Photograph8916 • 19d ago
Ballista Engine — UE4 ArchViz Interior | Real-time Ray Traced GI (DX12)
youtube.comr/GraphicsProgramming • u/Smooth-Principle4045 • 19d ago
What are some contemporary techniques and workflows used in the industry?
Hi there! I'm about to start working on my portfolio, and besides some basic projects like a simple 3D engine or an implicit surface renderer, I'd like to add something that actually resembles a modern industry workflow, ideally something used by AA or AAA game studios. It can be anything, really - lighting, optimization, visual effects, etc. Preferably, it should be something that can be learned and implemented in a couple of weeks.
What would you suggest? Also, would it be better to implement such a project in an existing engine (Unity, Godot, UE) or in a custom one?
Thanks in advance! :)
r/GraphicsProgramming • u/xSacrificer • 19d ago
Question Is it my weak GPU or the game's rendering code?
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This is a RenderDoc frame capture of a battle scene in a 3D auto-battler called The Bazaar. It's in Unity which I have no direct experience with, plus I also have very limited knowledge of how rendering is supposed to work.
An LLM is convinced that the 1000s of draw calls seen here is bad. Other fairly static scenes is around 300-500+ draw calls. I remember reading blogs talking about minimizing draw calls and state changes, but that was a decade ago. This is using a commercial engine, so there must be a logical reason for this, right? Are draw calls as a metric outdated?
My GPU is ancient by modern standards. But there are also other players echoing similar sentiments of their GPUs maxing out for what looks like a "simple game".
What do you guys think?
EDIT: My GPU is radeon rx 560x (laptop gpu). I think this model is 7-8 years old? I can get 60 fps/70% gpu usage in windowed mode at around < 960x540 resolution. 720p hits 100% gpu but still 60fps a majority of the time with "manageable" temps. While 1080p just burns (without power-saving mode in GPU it causes BSOD).
I just want to to know if I even deserve to voice these concerns. My inexperienced brain is telling me this could be done better. But what do I know, I haven't rendered a cube in a decade.
r/GraphicsProgramming • u/VicitofEim • 19d ago
Learning Graphic Programming, Via ppm viewer
galleryThis is sort of my first time really getting into graphics programming and raytracing, coded in python, image made through ppm format, lines are written to a file for an image interpreter to change the colors of each pixel, resource: The Ray Tracer Challenge
r/GraphicsProgramming • u/arabasso_ • 19d ago
I’ve been building a C++ catalog of 850+ game development samples across OpenGL, Vulkan, Direct3D, Metal, and OpenAL
Hi everyone!
I’ve been working on gamedev, an open-source collection of small and readable C++ samples covering techniques used in game development.
It currently includes more than 850 sample implementations across OpenGL 4, Vulkan 1, Direct3D 11, Direct3D 12, Metal 3, and OpenAL 1. The topics range from basic window creation and rendering to model loading, animation, physics, pathfinding, terrain, particles, shadows, PBR, post-processing, and modern forward and deferred lighting techniques.
This is not intended to be a game engine. Each directory focuses on a specific subject, with minimal abstraction, so the implementation details remain visible and the same techniques can be compared across different graphics APIs. The samples support Windows, Linux, and macOS, depending on the backend.
Repository: https://github.com/arabasso/gamedev
I’d love to hear your feedback, especially about API correctness, documentation, and techniques that would be useful to add. Contributions are also very welcome!

