Radek Paszkowski

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Radek Paszkowski

Radek Paszkowski

@RadekPaszkowski

Software Engineer @ PixelAnt Games. Love shaders, optimisation and software architecture. Playing music and sketching in free time.

Katılım Ekim 2012
186 Takip Edilen165 Takipçiler
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Radek Paszkowski
Radek Paszkowski@RadekPaszkowski·
Many things happened over the past month, but getting back to doing what I love: making games :D. And I'll be doing that together with amazing people from PixelAnt Games!
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Modern path-tracing comparison shots are dishonest. Devs didn't bother to implement standard local light shadow maps. I don't see SSAO either. Of course it looks like shit if you are removing all the basic stuff that even PS3 games had.
BenchmarKing@BMKing23

Ray Tracing vs Path Tracing in #PRAGMATA . Path Tracing looks stunning, no doubt, but do we really need it for basic effects like casting a shadow or adding shading beneath the car? Or to properly shade characters’ faces? I think the answer is a clear NO.

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PixelAnt Games
PixelAnt Games@PixelAntGames·
🔦 Bent normals add directionality to ambient occlusion, resulting in more accurate sky lighting, reflections, and specular lighting. They’re an efficient, low-cost way to enhance lighting quality - with or without a global illumination system. Dive into the full article to see how bent normals can dramatically boost your lighting pipeline 👉 bit.ly/43wZ0tO #PAGexpert #GameDev #Lighting #GraphicsProgramming #GameDevelopment #Rendering #UnrealEngine
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PixelAnt Games
PixelAnt Games@PixelAntGames·
Game development has four critical phases: ‣ Ideation (vision & planning), ‣ Pre-Production (prototyping & vertical slice), ‣ Production (content creation & testing), ‣ and Finalization (bug fixing & launch). Nintendo invests significant time in pre-production with small, experienced teams, then ships flawlessly. Meanwhile, many developers struggle with post-launch fixes. The secret? Invest time early to save money later. Read on how to avoid the most crucial mistakes 👉 bit.ly/gd_pillars #GameDevelopment #ProductionProcess #GameDesign #GameProduction
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Game Industry Conference
After a 10-year hiatus, Game Jam on the Tram - the world's most extreme game jam - is back! 🤯 If you're brave enough to try to make your own game in 60 minutes while the tram runs through the streets of Poznan - sign up today: shorturl.at/lum1M 🕐 Game Jam will start on the night of October 26-27 at the Most Dworcowy stop in Poznan at 2:00 am and will last until.... 2:00 thanks to the magical change from summer to winter time. Ready, set, go ❗️
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Radek Paszkowski
Radek Paszkowski@RadekPaszkowski·
Let's try it out :) I've seen a lot of nice people moving to it recently.
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AMD GPUOpen
AMD GPUOpen@GPUOpen·
🔥 GPU Work Graphs Mesh Nodes are now available for @VulkanAPI with latest #AMD Software: Adrenalin Edition 24.10.30.02 beta driver 🔥 Find out more, including links to the driver, documentation, and samples in our latest short blog: gpuopen.com/learn/gpu-work… #workgraphs
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Radek Paszkowski
Radek Paszkowski@RadekPaszkowski·
@Johnny2Cellos I hope it drops on Netflix Poland. I really wanted to see it, but it isn't available on HBO MAX Poland :(
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Johnny 2 Cellos
Johnny 2 Cellos@Johnny2Cellos·
Scavengers Reign re-releases on Netflix in a week. If any of my fellow creators enjoyed the show, I HEAVILY encourage you to make videos and/or spread the word. SR is one of the best pieces of science fiction I’ve ever seen, and success on Netflix could lead to a 2nd season.
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Radek Paszkowski
Radek Paszkowski@RadekPaszkowski·
- Basic understanding of low level concepts (memory, cache, multi-threading) - Try to find area that you like. Not required, but if you have some shaders or a hobby-engine it's a big plus - Play games. Be able to talk why you like a specific game and about their technical side
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Radek Paszkowski
Radek Paszkowski@RadekPaszkowski·
A couple of tips from me: - Network with people in the industry - Finish a game with a better quality than a gamejam project - Repository with projects - learning, algorithms, plugins - Learn how to debug - Absolutely NEVER talk bad about other game devs! It's a small industry
Danny Weinbaum@eastshade

I get asked a lot: What is the best way to get into games as a programmer? Thing is... I did not get into games as a programmer! So game industry programmers, what is the best way? Is a comp sci degree useful? It is all about the portfolio? Something else?

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Radek Paszkowski
Radek Paszkowski@RadekPaszkowski·
Last day of #dd2024! Lots of talks and meetings, which is quite refreshing while working remotely ;). Today's my lecture about Mesh Shaders at 1pm (CEST) in S4A Hall. See you there! #indiedev #gamedev
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Radek Paszkowski
Radek Paszkowski@RadekPaszkowski·
I need a new poster soooo much :D And more free time <3 As always, Supergiant Games delivered the game that is above and beyond my expectations!
Supergiant Games (Hades II now on Xbox/PS5!)@SupergiantGames

🌒HADES II is HERE !!🌘 Experience the bewitching sequel to our god-like rogue-like, now available in Early Access. 🌜Steam: supergiant.games/hades2steam 🌜Epic Games Store: supergiant.games/hades2egs #HadesGame #Hades2 #DeathToChronos

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Radek Paszkowski
Radek Paszkowski@RadekPaszkowski·
Wooo \o/ My first @Digital_Dragons, and I'm going there as a speaker! I'll be talking about Mesh Shaders, the technology that will change how we write shaders :)
Digital Dragons@Digital_Dragons

🐲 Radosław Paszkowski - Software Engineer from PixelAnt Games will be a speakers at Digital Dragons Conference 2024! 🪪 Buy your ticket tickets.digitaldragons.pl 🟢 Topic: Mesh Shaders - The Future of Rendering #DigitalDragons #digitaldragons2024 #Rendering #Shaders

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Radek Paszkowski
Radek Paszkowski@RadekPaszkowski·
@_woookie_ All the examples and recommendations I saw, mention to do culling in task shaders. Primitive culling on mesh shaders might bring some benefit, but only for really small edge-cases. So it's better to invest in LODs and culling on task shader side.
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Łukasz Bogaczyński
Łukasz Bogaczyński@_woookie_·
Correct me if I'm wrong, but does this mean that primitive culling might not be the best thing to do in a mesh shader? It sounds like one should rather focus on good LOD system on task shader level, kind of like Nanite does. gpuopen.com/learn/mesh_sha…
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