Alè Segovia (@graphicsguyale) header
Alè Segovia (@graphicsguyale) profile picture

Metal Games Ecosystem at Apple. Opinions are my own.

San Francisco, CA
Joined January 2017
Photo by Alè Segovia (@graphicsguyale)Photo by Alè Segovia (@graphicsguyale)Photo by Alè Segovia (@graphicsguyale)Photo by Alè Segovia (@graphicsguyale)Photo by Alè Segovia (@graphicsguyale)Photo by Alè Segovia (@graphicsguyale)Photo by Alè Segovia (@graphicsguyale)Photo by Alè Segovia (@graphicsguyale)Photo by Alè Segovia (@graphicsguyale)Photo by Alè Segovia (@graphicsguyale)
Alè Segovia retweeted
Mac (😉) your calendars! We have an exciting week of announcements ahead, starting on Monday morning. Stay tuned…
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Alè Segovia retweeted
Enjoy the beauty of color and light in @Yuri__Mo's gorgeous 3D works. See more: 80.lv/articles/3d-artist-dem… #3D #3dart #digitalart #b3d #blender #blender3d
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Alè Segovia retweeted
Nice one. I gave it a try in my renderer too. #rendering #metalrt #usd
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Alè Segovia retweeted
Just plugged an iPad Pro into a 49" monitor to try/test @CellWalkApp, haha. This is so cool. This little rendering engine has come so far... 300 million atoms on a 49" monitor using a mobile GPU is crazy. #gamedev #scicomm #ios
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I was writing some debug code and somehow I ended up writing a hierarchical SDF renderer. I'm getting ~ 1ms on my M1 for a full 5K render but this should be faster on newer MBPs.
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Apollonian fractals. #raytracing #MetalRT #fractal
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Kleinian fractals. #raytracing #MetalRT #fractal
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Game Porting Toolkit 2 - developer.apple.com/games/ga… with improvements to instruction and graphics API emulation (hello, ray tracing!), more games run, and they run faster and with more accuracy. This year even more tools and dedicated sample code based on your feedback.
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Documentation for the latest Metal performance analysis tools for M3, M4 and A17 Pro is now online. Learn about Performance Heat-maps, Shader Execution History, and Shader Cost Graph at: developer.apple.com/document… developer.apple.com/document…
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New this year, the whole suite of Metal shader-based tools such as shader validation, shader debugging, and shader profiling is available for Metal Shader Converter – which allows your to use existing HLSL shaders in your Metal app. Learn more at: developer.apple.com/videos/p…
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Hi it’s me, hello! 👋 Watch @DylanRoss and I’s #wwdc24 talk about how to design games for Apple platforms! 🎮 Guest appearances by Aerith’s necklace and Mr. Elite Fox 🦊 It’s on Apple’s Developer YouTube! youtu.be/YYyRfmSE-Co?feature…
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The full power of the Metal developer tools has arrived to Metal Shader Converter. Validate, debug, and profile your converted HLSL shaders with Xcode 16. To learn more about it check out “Port advanced games to Apple platforms” developer.apple.com/videos/p…
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Apple just announced several new iOS 18 accessibility features! 1. Eye Tracking Powered by artificial intelligence, Eye Tracking gives users a built-in option for navigating iPad and iPhone with just their eyes. Designed for users with physical disabilities, Eye Tracking uses the front-facing camera to set up and calibrate in seconds, and with on-device machine learning, all data used to set up and control this feature is kept securely on device, and isn’t shared with Apple.
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Incorporate real Apple devices into your continuous integration systems for running tests, capturing logs, and other automation? Xcode 15 includes devicectl, a really handy tool. Read through `xcrun devicectl device process launch --help`
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Fantastical deep information about optimizing for Apple Silicon can now be found here: developer.apple.com/download…
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Alè Segovia retweeted
Mac changed everything when it was introduced 40 years ago, and through the years it has done so again and again and again. Today’s Mac lineup is the best in the history of the personal computer, and it’s built on decades of revolutionary innovation. Happy birthday Mac!
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