
Lead Tech programmer @ Guerrilla also: @9eronimo@mastodon.gamedev.place
Guerrilla-Tech
Joined August 2009
- Tweets1.8K
- Following447
- Followers1.2K
- Likes4.1K
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
Jeroen Krebbers retweeted
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
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!
Jeroen Krebbers retweeted
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
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…
Jeroen Krebbers retweeted
Jolt Physics v5.0.0 is out! Find the release notes here: github.com/jrouwe/JoltPhysic… (and don't forget to click on the various movie links in there).
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…
Jeroen Krebbers retweeted
New blog post: fast, single kernel 2D CDF construction (for HDR light maps importance sampling)
maxliani.wordpress.com/2024/…
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!
Jeroen Krebbers retweeted
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.
Jeroen Krebbers retweeted
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.
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!
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…
Jeroen Krebbers retweeted
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…
Jeroen Krebbers retweeted
#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…
Jeroen Krebbers retweeted
#rtradvances from #SIGGRAPH2023 - sharing the presentations from the talks - @SebAaltonen 's talk is posted - enjoy!
advances.realtimerendering.c…
Jeroen Krebbers retweeted
Replying to @knarkowicz
Screen space shadows code by Graham Aldridge:
bendstudio.com/siggraph
Phantastic work released under Apache-2.0
Jeroen Krebbers retweeted
New blog: Hardcore GPU debugging with UMR on AMDGPU Linux in vkd3d-proton themaister.net/blog/2023/08/…
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
Jeroen Krebbers retweeted
#rtradvances #SIGGRAPH2023 @vonschneidz is now sharing the amazing work for @Guerrilla’s volumetric clouds























