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Coffee, Code & Shaders: Real-Time Rendering Conversations
Jacobo Ríos
44 episodes
3 days ago
Grab your favorite mug, pull up a chair, and join us in this cozy corner for a nice conversation on everything graphics programming — with freshly brewed coffee for all game developers passionate about pixels and algorithms.
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Technology
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All content for Coffee, Code & Shaders: Real-Time Rendering Conversations is the property of Jacobo Ríos and is served directly from their servers with no modification, redirects, or rehosting. The podcast is not affiliated with or endorsed by Podjoint in any way.
Grab your favorite mug, pull up a chair, and join us in this cozy corner for a nice conversation on everything graphics programming — with freshly brewed coffee for all game developers passionate about pixels and algorithms.
Show more...
Technology
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Guerrilla Games UIPainter - Tile-Based Rendering in One Draw Call
Coffee, Code & Shaders: Real-Time Rendering Conversations
16 minutes 1 second
1 month ago
Guerrilla Games UIPainter - Tile-Based Rendering in One Draw Call

Today we're going to analyze this presentation by Wessel Mast, from Guerrilla Games, during Dev GAMM Game Conference 2024, where he explains the UI framework they developed for games like Horizon Forbidden West, in which they render the whole UI in only one draw-call using Signed Distance Fields (SDFs) and Tile-Based Rendernig to achieve drawing complex UI in under 16 milliseconds.


Watch full presentation:

https://www.youtube.com/watch?v=U_MnhTuT_l8


Original Copyright Free Music written, performed, and produced by TrackTribe

https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_

Coffee, Code & Shaders: Real-Time Rendering Conversations
Grab your favorite mug, pull up a chair, and join us in this cozy corner for a nice conversation on everything graphics programming — with freshly brewed coffee for all game developers passionate about pixels and algorithms.