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#tinyglade#raymarching#rust

Rendering Tiny Glades With Entirely Too Much Ray Marching

Graphics Programming Conference

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  • Recommended by 1 person: 1 on Hacker News.

Advanced. Deep dive for people who know the field.

107K views1 year ago1 recommendation

Graphics and audioGame developmentRenderingGPUs, shaders and CUDAUnity, Unreal and Godot

A technical deep dive into the custom rendering engine of Tiny Glade, covering ray marching, global illumination, and GPU-driven rendering.

Learn how Tiny Glade’s custom engine draws lush meadows, fluffy trees, and player-created castles and towns. We’ll explore a range of bespoke techniques employed in the game, from real-time global illumination to tilt-shift DoF and stable shadows with continuous time of day. All running on 10 year old hardware, laced with excessive amounts of ray marching, GPU-driven rendering, and just the right sprinkle of ray tracing. #gpc #tinyglade #pouncelight #buas

Why it's here

1 person recommends this

What people say. Recommended as an exceptional technical talk showcasing advanced rendering wizardry and game engine development in Rust.

MattRixon Hacker News • Recommends

On “VoxelSpace: Terrain rendering algorithm in less than 20 lines of code (2020)”

There is lots of cool innovation happening in game tech still. Look at games like Noita, Dreams and Teardown. Or for an even more recent game, look at Tiny Glade. There’s a recent tech talk about it which is full of wizardry: link to this video There is also lots of cool tech happening at the more foundational levels in engines and frameworks, for example Epic’s Nanite/Lumen/MegaLights in UE5.

kuschkuon Hacker News • Mentions

On “Pat Gelsinger was wrong for Intel”

> Cell required Assembly programming Demoscene skill level to make good use of them, there was a C sdk, but really you wanted to write Assembly, and relatively tricky Assembly at it. > It is one of the reasons why Playstation 3 is the less celebrated one, and the console generation where XBox was able to pull ahead. In retrospect, Cell was a great architecture. In typical Sony fashion it was simply a few years too early. At the time games were single-threaded and many console games still expected CPU and GPU to be in sync. On the PS2, the difference between using the vector accelerator or not was 1.4x – many developers never bothered. But on the PS3 this was simply not an option, as the perf…

pornelon Hacker News • Mentions

On “Game dev in Rust: a year later”

TinyGlade's (co)developer said he's very satisfied with Rust and the crate ecosystem. They've used Bevy's ECS: link to this video Using individual components instead of the whole big framework isn't necessarily a failure. The components are designed to be usable independently. TinyGlade project started a few years ago, when Bevy's rendering was even more basic. The art style is central to TinyGlade's appeal, so it's not surprising they've built a custom renderer.

pixelpoeton Hacker News • Mentions

On “AMD and Sony's PS6 chipset aims to rethink the current graphics pipeline”

…going to be possible for much smaller teams to deliver realistic and creative (see e.g. Dreams0) visuals with far less engineering effort. Some nice recent examples of this are Teardown1 and Tiny Glade2. It's even more inevitable from today's point of view than it was back in the 90s :) 0 Dreams: link 1 Teardown: link 2 Tiny Glade: link to this video…