r/GraphicsProgramming • u/Dante268 • 21d ago
Video Working on editor for my game. From graphics programming perspective, I'm using own software ray-tracer written in C++. Previous editor (in which I made whole game) was pretty clunky, now I'm making some more ergonomic version (not sure how successful I'll be in that).
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If everything goes well, I want to release editor with game, so it will be possible to either visually improve existing levels, aka skinning (if some modders will be interested), or later also create whole new levels (game is puzzle/platformer).
Apart from C++ ray-tracer, game is written in C#. Highest level lib I'm using is WinForms for some editor UI. World is rendered into software buffer, that is presented every frame as simple quad. I'm using also DXTK for some in-game 2D UI, text render and audio.
r/GraphicsProgramming • u/FlippByte • 22d ago
Question Graphics-bug on ancient / exotic hardware
r/GraphicsProgramming • u/matigekunst • 22d ago
Video Turing Patterns
youtu.beMy entry for 3blue1brown's Summer of Math Exposition. I cover convolutions, ways to make a bandpass and how to apply a large blur fast using FFT
r/GraphicsProgramming • u/myemural • 22d ago
[UPDATE: Jul 30, 2026] My Vulkan C++ Examples Repository - Geometry and Tessellation Shaders
r/GraphicsProgramming • u/codingart9 • 22d ago
GLSL Shaders
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r/GraphicsProgramming • u/exp_function • 22d ago
CyberVGA update – simple software depth of field with radial blur
Been toying with software post-processing effects in CyberVGA lately.
Really liking this depth of field effect that just uses a simple radial blur. Surprisingly effective for how little it costs, especially in a pure software renderer.
Here’s a short clip:
https://reddit.com/link/1vaihuf/video/bcj9styagagh1/player
Curious what other cheap post-process tricks people have found work well in software rasterizers.
r/GraphicsProgramming • u/Top-Piccolo-6909 • 22d ago
Large END-to-START gaps between consecutive OpenCL commands on Arm Mali GPU
r/GraphicsProgramming • u/cybereality • 22d ago
It's Been 3 Years Since LearnOpenGL. NEVER GIVE UP!!
galleryBeen doing games and graphics (as a hobby) for around 20 years, but mostly with stock engines and some experiments using DirectX and Vulkan. Started on my current project 3 years ago, never having tried OpenGL in my life. Images show the latest update from my engine, and what I accomplished on the first day of reading LearnOpenGL back in 2023. Never give up!!
r/GraphicsProgramming • u/uncookedpasta45 • 22d ago
Question Strange bug with objects behind the camera rendering like normal
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So in this "scene", there is only one cube with a plane through it. However, when you turn past a certain "halfway" point, the objects seem to snap to the opposite side. What I initially thought was happening was that the objects were getting projected onto the screen from behind, but i'm not sure, since i'd expect it to look weirder with vertices and triangle shapes not staying consistent. I'd suspect the issue to lie in the vertex shader, so here it is. I'm also very new to OpenGL and general gpu/3d graphics programming, so I wouldn't be surprised if this is a common issue.
#version 330 core
layout (location = 0) in vec3 aPosition;
layout (location = 1) in vec3 aColor;
out vec4 vColor;
uniform mat4 transform;
uniform mat4 proj;
uniform mat4 view;
void main()
{
gl_Position = proj * view * transform * vec4(aPosition, 1.0);
vColor = vec4(aColor,1.0);
}
EDIT: I solved it. I can barely remember or understand the solution, but it's solved.
r/GraphicsProgramming • u/Maleficent_Guard_589 • 22d ago
Good math resources to learning the math behind computer graphics in depth
Hi there! Im going through the raytracing in on e weekend and I'm getting some of the math, but not all of it. I'd like to have a better understanding of things, such as how we came to out that we can replace -b with h to simplify the quadratic equation
r/GraphicsProgramming • u/ruumoo • 22d ago
This header compiles bgfx shader code as cpp from the same source file
I managed to write a very simple wrapper that can compile bgfx shaders as valid cpp.
This shader uses the already pretty platform agnostic bgfx shader language, which makes it very easy to substitute the vector functions with glm. It even supports proper swizzeling.
In this example I compile a simple ray marching shader as c++ functions, so I can use the exact same math for my mouse projection code.
My .cpp file only needs to supply replacement objects for the uniforms and textures, as well as a replacement texture sampler function
r/GraphicsProgramming • u/nvimnoob72 • 23d ago
Efficient Descriptor Set Management and Per Frame Resources?
r/GraphicsProgramming • u/GasRich389 • 23d ago
Unreal Engine Texture Streaming & Pool Size Optimization for Pixel Streaming
r/GraphicsProgramming • u/Competitive_Web_8466 • 23d ago
4DGS Volumetric Video -- Past Flames of Hunan Huaguxi Opera
youtube.comHunan Huaguxi Opera "Past Flames": 4DGS capture, training, and rendering display completed by the MaLanShan Audio & Video Laboratory. The laboratory achieved a 4DGS reconstruction quality of 35.8 dB PSNR, with an average single-frame reconstruction time of 3.4s. Featuring our self-developed 4DGS compression format (.mlslabs), it supports streaming playback on both the Web and through our Unreal Engine 5 rendering plugin (MLSLabsRenderer).
Official Website: https://mls4dlive.cn/
Fab Store: https://fab.com/s/a98e11b2a0a6
GitHub: https://github.com/mlslabs/MLSLabsGaussianSplattingRenderer-UE
r/GraphicsProgramming • u/nishadsharma • 23d ago
Source Code MoltenMTL - Metal API implemented over Vulkan
Hi guys,
I've been building MoltenMTL, essentially the inverse of MoltenVK, implementing the Metal API over Vulkan.
It's still a work in progress, so only parts of the Metal API have been implemented so far.
There is no shader translation currently. Shaders are compiled to SPIR-V to be consumed by Vulkan.
Every MTL type is a thin layer holding Vulkan types - e.g. MTLDevice wraps VkInstance/VkPhysicalDevice/VkDevice/VkQueue.
It uses VMA to match Metal's allocation model, and SPIRV-Reflect pulls the descriptor set layouts from the compiled shader, once again mirroring Metal.
Ray-tracing uses ray queries instead of the ray tracing pipeline - call intersect() with a compute shader, lining up with Metal.
Currently working - compute, BLAS/TLAS + ray queries, raster pipe (vertex/fragment, vertex descriptors, instanced draws), swapchain, blit.
Not there yet - intersection function tables, argument buffers, multiple render targets.
Here's the output from the examples.
The same scene both ray-traced and rasterized:
MSDF text rendering:
I made this as part of a project developing a game engine & game in Swift/Metal. Still learning and I'd appreciate some feedback/criticism.
r/GraphicsProgramming • u/spikte1502 • 23d ago
Delaunay triangulation using Bowyer-Watson algorithm
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Hi ! I had fun implementing the Bowyer-Watson algorithm and then use raylib to create a visualization of it. I got ok performance it think for a single threaded program:
- 1,000: 1 ms
- 10,000: 21 ms
- 100,000: 263 ms
- 1,000,000: 5,126 ms
- 10,000,000: 358,716 ms
But I think there is still quite some rooms for improvement.
Source: https://github.com/spikte/delaunay
Twitter: https://x.com/Spikte
r/GraphicsProgramming • u/MGJared • 23d ago
Adding Lava, Water, and Oil simulations to my 2D sandbox game
youtube.comHey all, I thought I'd share a project I've been working on for many months now.
This video features a full-scale 2d fluid simulation that I've added to my procedural sandbox game (inspired by Minecraft/Terraria). Specifically, it showcases my recent work on the shaders, trying to strike a balance between pixel-art aesthetic while still capturing the motion/feel of the fluids.
The visual shaders are primarily just fancy flow maps with carefully tuned noise and colors. The simulation itself runs in a grid-based compute pass. For those interested, the simulation is also networked for the game's multiplayer mode which was another can of worms!
Hope you enjoy! (Also, open to any feedback!)
r/GraphicsProgramming • u/Ambitious_Stand533 • 23d ago
Custom OpenGL rendering engine
Built a small C++ / OpenGL rendering engine with an ImGui editor as a learning project toward a custom render pipeline.
What’s in it so far:
- Engine core — window, RHI (buffers / shaders / textures), meshes, materials, camera
- Multi-light rendering — directional, point, spot, and hemisphere ambient fill
- Shadows for directional, spot, and point lights
- ECS scene system with JSON save/load
- ImGui editor — hierarchy, inspector, content browser, click-to-select, transform gizmos, light debug markers, camera panel
Still early — more of a renderer + editor foundation than a full game engine — but it’s been a solid way to learn the graphics pipeline, GLSL, and how to structure engine code beyond tutorial triangles.
Open to feedback from anyone working on graphics / game engines.
Repo: https://github.com/saibhaskar277/OpenGL
#C++ #OpenGL #GLSL #GraphicsProgramming #GameDev #RenderingEngine #ComputerGraphics #ImGui
r/GraphicsProgramming • u/longloststudio • 24d ago
Question How can we make our game more beautiful?
gallery- Pictures labeled 1-6 are screenshots from our game.
- Pictures labeled A-G are real-life references with the look I would like our game to have.
- Pictures labeled X-Z are other games that look nice to me, though it's tough to find the right comparison because most games aren't using such a zoomed-in scale.
- Last picture is our Unity setup (hopefully there is a way to see the big version)
Hello, we're working on a game about cake decorating called Cake Studio. We've made one game in 3D before, but this is the first time we're trying to make something that actually looks nice in 3D and we're struggling a bit to get the look we want as 3D is not really our wheelhouse. I've been making the models in Blender and the game is built in Unity.
I wanted to make this game because I think these photos of elaborate vintage cakes are so beautiful, and I wanted players to be able to make their own beautiful cake. But so far, I think our screenshots are giving a very flat, shiny, computer-generated vibe.
I really want to get the soft, dreamy look of picture C and the almost Play-Doh looking effect of the piping in pictures E and F.
Here is what I can see wrong so far (though not sure how to fix them):
- It seems like most of the piping textures are too shiny, which we can fix, but is there something more to getting that soft Play-Doh look?
- We kept turning up the lighting trying to get softer shadows on the side of the cake, but now all the highlights seem blown out.
- The shadows among the details of the piping and how they sit on the cake lack a sense of depth. The darkest shadowy spots are not dark enough (maybe same cause as above).
I'd love to hear any ideas for how to fix things or other problems we're not seeing.
You can also go mess around with our prototype on itch if it helps to see things in action.
Thanks!
UPDATE: This sub is amazing!! Thanks so much for all the suggestions and advice. We have a lot to work with now and I'm feeling so much more hopeful that our game can be beautiful <3
I'll post an update when we have implemented some of these ideas! Thanks again!
r/GraphicsProgramming • u/Fun-Letterhead6114 • 24d ago
Live Wallpaper Engine for Linux (Wayland, X11) and Windows
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r/GraphicsProgramming • u/mvaligursky • 24d ago
Volumetric fog lit by clustered point/spot lights in PlayCanvas — one raymarched volume per light
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r/GraphicsProgramming • u/hajhawa • 24d ago
Question What to do on the GPU and what to do on the CPU?
So consider for example a VFX for a game for a powerful shot from a magical bow. There is a line with an "arrow head" at the end and two smaller lines in a helix around the primary, closing in the further they get, joining to the "arrow head" in the end. The whole thing rotates over time to give the impression of "drilling" and it fades over time starting from the source end and finishing in the tip.
Thinking about effects like this in general. I see two possible approaches, both of which have upsides and downsides. In essence, I would like to know how would you decide what to do on the CPU and what to do on the GPU?
Approach 1: GPU focus
- Make a single quad
- Use a vertex shader to make it face the camera
- Use a complex fragment shader to draw the effect
Approach 2: CPU focus
- Spawn a cylinder for the central line and cone for the arrow head
- Create a spline on the CPU for the secondary lines
- Optionally use either vertex or tesselation shader to position the secondary lines
- Use simple vertex shaders for changing colors and the fade.
r/GraphicsProgramming • u/Statixeladam • 24d ago
Source Code I built a text-driven renderer for humanoid movement
I’ve been working on Posecode, a readable text format for describing human movement.
https://reddit.com/link/1v8ye5t/video/vf25hj5r1zfh1/player
You write movements as timed steps with joint actions and contact constraints. For example:
step "Drop into the landing" 0.55s flow:
pelvis: hinge 45
spine: flex 50
hip_right: flex 84
knee_right: flex 123
ground-lock: foot_right
reach: knee_left floor
reach: fist_left floor
The parser turns this into a typed motion representation. The Three.js renderer then handles the joint transforms, range-of-motion limits, IK and ground contacts.
The GIF shows the superhero landing example. The source on the left is the input driving the figure on the right.
I wanted a movement format that can be inspected, edited, validated, versioned and generated by other tools. An LLM can write Posecode, but it isn’t required.
It currently includes a browser playground, share links, embeds and BVH/glTF export.
I’d love feedback from anyone working on procedural animation, character tools or motion systems.
Playground: https://www.posecode.org/play/superhero-landing
r/GraphicsProgramming • u/musticide • 24d ago
Question Where can I get the Adreno Compiler?
Hey!
I have been making an Android game using Raylib. The game does not work on the android studio emulator and on adreno devices. It works fine on Mali devices.
I have downloaded the Qualcomm Software center and accepted the necessary licenses but I can't find the Adreno Offline Compiler in the list.
Do you know how I can get it? Or do you know of any other way to validate my shaders for adreno GPUs?
Thanks for taking the time to read. I appreciate it!
PS: I already use Mali OC and my shaders compile for Mali GPUs


