Doom, Played over Curl

Casilda 1.2.4 Released

Graphics API: Less Boilerplate, More Rendering

It's Not About The API - Fast, Flexible, and Simple Rendering in Vulkan (2024)

Myth Engine Architecture: Building an SSA-Based Declarative Render Graph

An Introduction to Icon Animation Techniques (2016)

HT-NRC: A high-throughput and noise-resilient lossless image compression architecture for deep-space CMOS cameras

yourgpu: a modern, simple, fast graphics API for Rust

Fixing AMDGPU's VRAM management for low-end GPUs

Pixel Bit-Depth Increase by Bit Replication (1998)

Show HN: A game where you build a GPU

Audio Reactive LED Strips Are Diabolically Hard

The quest for the perfect 2D sprite pipeline

My first Voxel Engine using OpenGL

C++ & OpenGL Spacecraft Navigation: Earth to Moon Trajectory

does the gap exist ? native cross-platform Graphics / GUI library

I built a Vulkan ray-marched voxel sandbox in Rust because I got tired of switching between Minecraft and external tools just to make custom blocks

We built a dual-backend LLM inference engine (Metal + Vulkan) in Zig. Here is what we learned

I found a fundamental incompatibility in wgpu's Vulkan external memory handling, so I rewrote my Rust image viewer in raw Vulkan via ash

A Decade of Slug

Some Words on WigglyPaint

Traditional user-interface graphics: icons, cursors, buttons, borders, and drawing style

Fast and Gorgeous Erosion Filter

The curious case of retro demo scene graphics

JPEG Compression

Separating the Wayland compositor and window manager

I hate: Programming Wayland applications

The Xkcd thing, now interactive

Glaxnimate vector graphics editor now part of KDE

Introducing wgsl-rs

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