Jeroen Krebbers (@9eronimo) profile picture

Lead Tech programmer @ Guerrilla also: @9eronimo@mastodon.gamedev.place

Guerrilla-Tech
Joined August 2009
Photo by Jeroen Krebbers (@9eronimo)Photo by Jeroen Krebbers (@9eronimo)Photo by Jeroen Krebbers (@9eronimo)Photo by Jeroen Krebbers (@9eronimo)Photo by Jeroen Krebbers (@9eronimo)Photo by Jeroen Krebbers (@9eronimo)Photo by Jeroen Krebbers (@9eronimo)Photo by Jeroen Krebbers (@9eronimo)Photo by Jeroen Krebbers (@9eronimo)Photo by Jeroen Krebbers (@9eronimo)
Jeroen Krebbers retweeted
Here are the slides for my "Live++: A Bag of Tricks" talk presented at Guerrilla Games last Friday. Enjoy! PPTX: liveplusplus.tech/downloads/… PDF: liveplusplus.tech/downloads/… #cpp
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By popular request, I've now open sourced the exact dimensions of the evolved Carpentopod's linkage system. So feel free to use it for your own projects! decarpentier.nl/carpentopod
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Jeroen Krebbers retweeted
Registration for REAC 2024 is now open! Check our page to see the amazing speaker lineup we have this year! enginearchitecture.org/2024.… - and please share!
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You all can't believe how much this means to me. I've been working on this for such a long time. Still cannot believe it's finally working.
It's finally happening: we have a launch date! Live++ for PlayStation®5 will arrive on April 29, 2024. We also want to take this opportunity to thank the brilliant people from @sn_systems for their fantastic support over the years. youtube.com/watch?v=g1-94kqU… #cpp #gamedev
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Jeroen Krebbers retweeted
Great working with @CorridorDigital to bring the legendary Sodium Vapor Matting process back to life in their latest video. It really is a better way to pull mattes for visual effects compositing than greenscreen. #visualeffects #virtualproduction youtube.com/watch?v=UQuIVsNz…
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Jeroen Krebbers retweeted
I wrote a blog post about DX12 Copy Queues. It's about a problem that most games won't need to care about, but it's short and I've added images. danglingpointers.com/post/co…
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Jeroen Krebbers retweeted
The moment y'all were waiting for is now... REAC 2024 submission page is open! enginearchitecture.realtimer… Send us your talk proposals and please RT!
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A really good article about physical light units: realtimerendering.com/blog/p… We are currently implementing a PBR pipeline at HypeHype. Using physical lighting units from the beginning will save a lot of hassle down the road.
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This week, our former co-Studio Director Angie Smets was awarded the Career Achievement Award at the #DutchGameAwards, marking her significant contributions to the Dutch game industry! We're grateful for all that Angie has done & continues to do as a trailblazer in our industry.
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Jeroen Krebbers retweeted
Congrats to the Nixxes team -- they're wonderful to work with and are very deserving of this award!
We are incredibly happy and honored to receive the Best Technology Award for #SpiderManPC at the #DutchGameAwards! Many thanks to the jury for the recognition and to our friends @InsomniacGames and @PlayStation for enabling us to bring this awesome title to PC!
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Jeroen Krebbers retweeted
Been working on multi threading soft bodies for Jolt Physics. This 10K vertex cloth + 121 boxes can now be multi threaded and runs in ~2ms (3x faster than before), when you have multiple soft bodies the speed up can be 4x and there's more to come. github.com/jrouwe/JoltPhysic…
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My SIGGRAPH presentation slides about HypeHype low level rendering abstraction and performance (10k+ draw calls at 60 fps on 99$ mobile phone) are now available. Slides have full speaker notes (everything I said during the presentation). Questions are welcome!
#rtradvances from #SIGGRAPH2023 - sharing the presentations from the talks - @SebAaltonen 's talk is posted - enjoy! advances.realtimerendering.c…
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#rtradvances from #SIGGRAPH2023 - presentation on Nubis3: Methods (and madness) to model and render immersive real-time voxel-based clouds from @vonschneidz from @Guerrilla is now online - enjoy! advances.realtimerendering.c…
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#rtradvances from #SIGGRAPH2023 - sharing the presentations from the talks - @SebAaltonen 's talk is posted - enjoy! advances.realtimerendering.c…
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Jeroen Krebbers retweeted
New blog: Hardcore GPU debugging with UMR on AMDGPU Linux in vkd3d-proton themaister.net/blog/2023/08/…
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Jeroen Krebbers retweeted
The devs on this game taught half the industry how Physically Based Materials are supposed to look. It's the reason most games before this look so dated. After I saw @ErinMcKown's materials I never wanted to make a damn Specular map ever again.
Remember The Order: 1886? It's a visually stunning vintage 2015 PS4 game that still looks great today. @dark1x revisits Ready at Dawn's work, plus we've got footage of the game running at 60fps on PlayStation 5: youtu.be/QJm0wreAOK0
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#rtradvances #SIGGRAPH2023 @vonschneidz is now sharing the amazing work for @Guerrilla’s volumetric clouds
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