Gabriel Sassone
@GabrielSassone
🇮🇹(Life Lover/Life surfer) Principal Rendering Engineer @multiplayerdev.Guitarist.Ex ReadyAtDawn, Codemasters, Avalanche and others. Only personal views here.
Incredible to witness but...it's happening! Mastering Graphics Programming with Vulkan is available for pre-order! amazon.com/Mastering-Grap… amazon.it/Mastering-Grap… amazon.co.uk/Mastering-Grap… The table of content needs to be updated, bear in mind! #vulkan #gamedev
This is an important, but subtle detail. Allowing anyone (artists, game designer, tester) to press a button and show live perf numbers is invaluable. "Why did that pass go from 1.4ms to 1.9ms at this angle?" So many things slip unnoticed with offline-only perf captures.
This is great. Two related thoughts! - Having detailed performance available at any time in any build at a single hotkey, structured to fit your application and displayed inline, is super valuable - even if you also use external profilers. microprofile at Roblox was like that.…
Experiments with micro-shadowed terrain based on precomputed GTAO+bent normals, approximating sun as a disk light. Needs an artifically large sun diameter for smooth results, but works reasonably well otherwise. Technique should work equally well for local lights too.
If you want to go even deeper down the depth buffer precision rabbit hole, this article by @zalbard is great: zero-radiance.github.io/post/z-buffer/
woooooooooooooo
Ever noticed that Metroid is rather laggy? Even just moving around the map can cause the frame rate to drop. Why? Let's find out! New Behind the Code dives into the Main Game Loop, builds a performance analysis tool, and gets down to business. youtu.be/3G6vkRz-_0I
I am waiting this on Switch 2 soooo much! <3
We wanted to make one more Hades II Early Access patch before our upcoming v1.0, so here's Patch 11!🌒 Among the changes, look for balance adjustments and fixes based on your feedback and what we've seen. Thank you for playing and your support!⚔️
We wanted to make one more Hades II Early Access patch before our upcoming v1.0, so here's Patch 11!🌒 Among the changes, look for balance adjustments and fixes based on your feedback and what we've seen. Thank you for playing and your support!⚔️
Vulkan 3D Graphics Rendering Cookbook is out now in paperback! Written by experts with decades of rendering experience, this cookbook equips you with practical, hands-on recipes to master modern 3D graphics development by using bindless #Vulkan. amazon.com/Vulkan-Graphic…
Graphics Programming weekly - Issue 400 - July 20th, 2025 jendrikillner.com/post/graphics-…
My talk from this year’s BSC! Had an amazing time. I couldn’t dive into the deeper systems in File Pilot, but that’s for next year’s conference! Hopefully, the base layer gives you a feel for how FP is structured.
.@vkrajacic's talk is out! Take a peek inside his next-gen file explorer's engine. youtu.be/bUOOaXf9qIM
If you're new here, you might be wondering what it is that I am posting, the strange formulas (where do they come from?) and videos. Here's a brief explanation of what I am doing:
Amazing work!
Some of my lighting work on @wickedgame! Every environment is fully handcrafted. I use lighting to shape the atmosphere and mood of the game world.
I am excited to share this new single-header C library I have been working on for a while now: vecmath.h, a comprehensive vector/matrix math library for graphics/games/3d. It allows you to write vector math code in C that looks like this:
Yes. And while I use some AI magic, I see a dangerous enemy: cognitive loss. The fact that you can ask a solutions is great, but you loose completely the path to arrive to that solution. Use AI responsibly! :)
Yes. Writing is not a second thing that happens after thinking. The act of writing is an act of thinking. Writing *is* thinking. Students, academics, and anyone else who outsources their writing to LLMs will find their screens full of words and their minds emptied of thought.
I've been dreaming of this C++ profiler for my game for over a year. It's now here. It shows me the slowest code logic that runs over my game components in real time. Each one is a lambda that I can find at the file name and line number. An hour after I made this, I already…
Dissecting the NVIDIA Blackwell Architecture with Microbenchmarks arxiv.org/pdf/2507.10789
for(float e,i,a,w,x,g,h;i++<99.;){vec3 p=vec3((FC.xy-r)/r*g+2.,g);p.zx*=rotate2D(.5);e=p.y;h=e;for(a=.7;a>.001;a*=.8)p.xz*=rotate2D(5.),e-=w=exp(sin(p.z/a+t)-3.)*a,h+=abs(dot(sin(p.zx/a*.27)*a,r/r));g+=e=min(e,h*.5-1.);o.rgb+=.01-.03/exp(max(s,e)*4e3)/h*hsv(.2/h,.04*h*h,1.);}
My talk from @BetterSoftwareC last week is up on youtube. I present my findings on thread synchronization and job systems that I learned while parallelizing the physics solver. youtube.com/watch?v=Kvsvd6…