Jose L. Hidalgo

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Jose L. Hidalgo

Jose L. Hidalgo

@pplux

Rendering Engineer @EpicGames/@sketchfab @[email protected]

Valencia 가입일 Haziran 2008
721 팔로잉564 팔로워
고정된 트윗
Jose L. Hidalgo
Jose L. Hidalgo@pplux·
After some late night coding nights I finally released px_render.h Single Header backend renderer (multithreaded, command based, render agnostic) github.com/pplux/px Heavily inspired by bgfx (@bkaradzic) and sokol_gfx (@FlohOfWoe )
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JG 🍊 Galaia OUT NOW!!
JG 🍊 Galaia OUT NOW!!@JgDoesThings·
After 4 years of solo-dev rollercoaster... 😭 ✨Galaia is coming to Steam later this year!✨ ❤️Cute and fun action rogue-lite 💀Full of secrets and collectibles 🌺Beautiful fantasy setting 🤑Price of 4.99€ 🎮Steam Deck Compatible 🙏RTs & Wishlists incredibly appreciated! 😍
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Jose L. Hidalgo
Jose L. Hidalgo@pplux·
@FlohOfWoe @WebGPU Definitely, I tried doing the NOAPI myself for mac, but my naïve approach did not pan out... and turns out, even with the METAL support enabled, everything worked fined (it doesn't mean it's correct, just... no crash crash). I will be very happy to update it with a proper NOAPI
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MrBeast
MrBeast@MrBeast·
I’m gonna give 10 random people that repost this and follow me $25,000 for fun (the $250,000 my X video made) I’ll pick the winners in 72 hours
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Jose L. Hidalgo
Jose L. Hidalgo@pplux·
@pepephone Una pregunta! actualmente los GB no consumidos se acumulan para el mes siguiente. Desaparece esto al compartir GB? Es decir, si somos dos con 109GB, y en un mes hemos consumido 18GB en total, el mes siguiente la bolsa es de 200 + 218 entre los dos?
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Pepephone
Pepephone@pepephone·
¡Comenzamos el año con mejoras! Y es que... "La felicidad solo es real cuando se comparte". A partir de ahora podrás compartir los GB entre todas las líneas que tengas asociadas a un pack. 👉ppph.es/BTW-CompartirGB👈
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Nando López 🏳️‍🌈
Nando López 🏳️‍🌈@Nando_Lopez_·
Lo que les costó a algunos entender el consentimiento en la primera imagen y lo rapidito que lo han entendido en la segunda.
Nando López 🏳️‍🌈 tweet mediaNando López 🏳️‍🌈 tweet media
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Miriam
Miriam@mimipeach27·
To all my friends at Mediatonic, I’m extremely heartbroken and overwhelmed by the news. At 2K we’re currently hiring for some roles so please DM me. (1/2)
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Jose L. Hidalgo
Jose L. Hidalgo@pplux·
@reduzio The best part of ECS is not just the DOD approach, but the extremely easy framework for parallelism. You can have a bunch of systems, and by looking at the queries the make, know how to execute them all in parallel without data races. That's for me the best part of a proper ECS.
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Jakub Boksansky
Jakub Boksansky@boksajak·
I've updated my open source BRDF implementation (brdf.h) to v 1.2 - adding new VNDF sampling using spherical caps by Dupuy & Benyoub, reflectance parameter and more improvements. Grab it on GitHub here: github.com/boksajak/brdf. Original blog post is here: boksajak.github.io/blog/BRDF
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Alex Vlachos
Alex Vlachos@AlexVlachos·
Valve artist @rich_lord gave a great talk at SIGGRAPH HIVE 2023 that every rendering dev should watch. Tons of inspirational moments for shader development. The fractal sequence starting 29 minutes in is impressive. youtu.be/R-S9d-qFRHM?si…
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Simplified explanation of gaussian splatting for gfx engineers: You render all surfaces as stretched alpha blended point sprites. Sprites have gaussian blurred sphere texture. No triangles, just could of point sprites. It's like the old demoscene approach on steroids :)
Tim Field@nobbis

NeRFs had a good run. But 3DGS (Gaussian Splatting) now beats them in most respects: - higher quality - faster training - real-time renderable - initializable from SfM - easier to understand/implement - composable w. traditional pipelines - smaller, interpretable representation

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Tim Sweeney
Tim Sweeney@TimSweeneyEpic·
Epic Games Store launched in 2018 with an 88% / 12% revenue split. Now developers can also choose a new option: launch your PC game on EGS first for 6 months for a 100% / 0% revenue split. Devs earn more money, Epic reaches new customers, everyone wins. theverge.com/2023/8/23/2384…
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Nikita Lisitsa
Nikita Lisitsa@lisyarus·
Another shadertoy thing: how to use shader derivatives to draw fixed-width lines using 2D curve equations as an example. shadertoy.com/view/mlXBRr
Nikita Lisitsa tweet media
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David Gallardo
David Gallardo@galloscript·
Finally, I'm rendering an SDF scene with splats for the first time. The shader that I used to voxelize is now generating a list of splats containing world positions, colors, and normals. A splats counter is increased and later used in a draw indirect call. #OpenGL #Graphics #GFX
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