@doppioslash.bsky.social
Principal Graphics Programmer Rendering, PBR, ProcGen (Houdini, Blender), Tools, Optimisation, Photography, UE5, camera lens simulation Rust, C++, C#, Python Author of "Physically Based Shader Development for Unity 2017", Apress
@philliptrudeau.bsky.social
Gamedev. Do more, keep less. Temporarily embarrassed. Likes music. Working on https://whitebox.systems, worked on http://happenlance.com. twitter.com/phillip_trudeau
@phammer.bsky.social
principal engine programmer @ id software | graphics & engine code for idTech | DOOM: The Dark Ages | opinions are my own
@demofox.bsky.social
Invented spatiotemporal blue noise, created Gigi rapid graphics prototyping & dev platform. https://github.com/electronicarts/gigi 20+ year game dev, and graphics researcher. Currently at EA SEED. Tech blog: https://blog.demofox.org/
@jbikker.bsky.social
Interests: Graphics 🖼️, Game development 🕹️, Retrodev (MSX / MSX2) 👾. Ray Tracing 📈! Also interested in, but not posting on: Teaching 🎓, piano 𝄞, marriage 🧑🏻🤝🧑🏻, Christianity ✝.
@gpakosz.bsky.social
🤿 In between realities at ❤️ C — (Oh my) tmux — Vim 🤯 Opinions are my own ⚠️ With more threads comes great responsibility 🇫🇷 Nantes / Paris 🐘 https://mastodon.gamedev.place/@gpakosz
@nicebyte.bsky.social
the only good anime pfp acct · http://gpfault.net · http://github.com/nicebyte · http://nice.graphics
@rreverser.com
Sr. Principal Engineer at Cloudflare by day, WebAssembly consultant by night. You might also know me from my work on OSS tools and libraries (JS / Wasm / Rust) or Wasm DevRel at Google Chrome 📝 https://rreverser.com/ 📷 https://instagram.com/rreverser