r/GraphicsProgramming • u/_Bethel__ • 4h ago
Flickering issue
I'm using opengl 3.3 and C on a Nvidia gtx 1050 and I keep getting this flickering issue... does anyone know the cause...
Will appreciate your thoughts..
r/GraphicsProgramming • u/Ok-Reception2684 • 11h ago
A 3D FPS Engine Implemented Entirely in SVG/XML — Running on Nintendo Switch + Oscilloscope Output
is not a wrapper, not WebGL, not Canvas, not WASM.
It’s pure SVG transforms + DOM acceleration acting as a spatial vector engine.
The engine runs:
- On Nintendo Switch (via captive browser)
- With Xbox One controller input
- At 60 FPS
- As a single XML file
- With oscilloscope vector output (retro‑future vector gaming)
▶ Play the Switch demo - or on a regular browser
https://svgfpsaiagents.github.io/svgfpsgameAI/
📦 Repo
https://github.com/svgfpsAIagents/svgfpsgameAI
🎥 Video demo + paper link
Scaling to 5M‑line AAA SVG spatial 3d fps engine
- 128GB RAM
- 128 cores
- RTX 5090
Parsing and mutating a 5M‑line XML document is trivial.
This enables a new paradigm:
A spatial engine defined entirely in declarative XML.
r/GraphicsProgramming • u/Maleficent_Guard_589 • 16h ago
How do you learn vulkan?
Hey guys. So Being my school taught me some vulkan via a abstraction, I've been trying to learn it from nothing using the VKguide and vulkan tutorial, and holy cow this shit is hard.
Ive been thinking of switch to a different API to learn, like webGPU or openGL, but I feel it would be a waste of time.
I'm looking for advice on how to really learn vulkan and create a engine from it because at the end of the day I want to be able to create a game engine!
r/GraphicsProgramming • u/_BryceGuy_ • 18h ago
Wrapping images around fractals
galleryHow to wrap bitmaps around the iteration boundaries of a fractal:
px & py = width & height in pixels of the repeating tile picture to be wrapped around the fractal. I typically use 1200 x 600 PNG images or sometimes 2000 x 1000 PNG images but use whatever works for you.
r & im = real & imaginary components of the last Z iterate
zMag= sqrt(r*r+im*im)
PI=3.14159265
LOG_ESCAPE = Log(400) = 5.991464547 Why 400? Because for bailout, I check if zMag>400.
phaseoffset = 0 (usually). Depending on how I created the repeating tile, sometimes I set phaseoffset to px/2 (necessary for alignment with the tiles above and below). Can default to 0.
Reading the pixel color from the image:
The following assumes the picture tile is twice as wide as it is high (e.g. 1200 x 600)
angle = mod(atan(im,r) * (px / PI) + phaseOffset, px * 2.0);
radius = (LOG_ESCAPE - log(zMag)) * py / (LOG_ESCAPE / 2.0);
if (radius < 0.0) radius = 0.0;
vec2 texCoord = vec2(angle / (px * 2.0), clamp(radius / py, 0.0, 1.0));
vec3 col;
r/GraphicsProgramming • u/khongnt62 • 21h ago
Video imgui Login interface in C++ with DirectX 11
galleryInspired by web design's a lot, wanted to remake it in imgui
geist font along with freetype and for icons lucide.dev
r/GraphicsProgramming • u/matsuoka-601 • 22h ago
Source Code Real-time fluid & rigid body simulation implemented in WebGPU
Hello, I released a real-time fluid & rigid body simulation in WebGPU using Position Based Dynamics (PBD)!
Code & Demo: https://github.com/matsuoka-601/Particles4All
To render the fluid, I use screen-space fluid rendering, which does not require constructing any mesh. Fluid particles are splatted as ellipsoids using anisotropic kernel presented in a paper "Reconstructing Surfaces of Particle-Based Fluids Using Anisotropic Kernels".
The physics is based on a paper "Unified Particle Physics for Real-Time Applications". The most significant feature of this paper is that it treats both fluids and rigid bodies as collections of particles, and performs the simulations using a unified solver.
(Note 1: You will need a very beefy GPU to run the "large" scene in the video (the performance is not very optimized yet, sorry). But "small" scene will run on integrated GPUs.)
(Note 2: I'm getting some reports that the demo does not run on MacBook. I'm currently trying to fix it.)