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Community Pulse
@tixy123 is making waves with new projects and a devlog update, sparking community interest.
- @tixy123 just launched "Terracotta", a dynamic FPS/TPS project, while also sharing insights in their "First Devlog".
- The "Would you play a 3D zombie auto-shooter with city liberation, looting and persistent progression?" thread by @ecpm_insights is heating up with 7 replies — your thoughts could shape the game!
- Looking for input, @rajeshnalla's "Arrowbound — free Android arrow puzzle" is still open after 6 days — jump in and share your feedback.
- If you're a programmer, check out @Marce_Soto's call for a "Unity programmer for a small Game Development Team or Jam" — a great chance to collaborate and create.
Industry Pulse
Shader Execution Reordering Benchmarked
Evolve Blog benchmarked Shader Execution Reordering in DXR 1.2/Shader Model 6.9, and the payoff was highly vendor-dependent. On an RTX 4070 Ti, grouping rays by material index pushed wave coherence …
Ray tracing animated crowds
Learning About GPUs Through Measuring Memory Bandwidth
Intro to rendering of animated volumetric models in Breda
Inline vs Pipeline Ray Tracing
How we wrap external C and C++ libraries in Rust
Active Discussions
PUBG Mobile TPS + WARDOGS
Double free during foreach loop of array<string> with custom array and string addons
Game developers wanted!
ritual before work
New here! What's the best way to offer programming services or post Open for Work on GameDev.net?
[Tool] Playtest Review – local feedback triage with original quotes
How do you keep long card-effect chains readable without slowing combat?
Sensitivity as an Arbitrary Output Variable for Differentiable Rendering
arXiv cs.GR details a sensitivity AOV for differentiable rendering, giving developers a way to inspect derivatives as first-class outputs. The …
Attributing HOW, Not Just WHICH: Counterfactual Response Trajectories for Diffusion Models
arXiv cs.GR details a new attribution method for diffusion models that tracks how training examples shape generation over time, not …
Stochastic Graph Compression for Constant-Memory Differentiable Light Tracing
arXiv cs.GR details ResLRB, a differentiable light tracing method that keeps peak memory constant even as path length and sensor …
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