| | A series of tricks and techniques I learned doing tiny GLSL demos (pkh.me) |
| 156 points by ibobev 12 hours ago | past | 18 comments |
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| | A series of tricks and techniques I learned doing tiny GLSL demos (pkh.me) |
| 3 points by ux 1 day ago | past | discuss |
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| | Text rendering and effects using GPU-computed distances (pkh.me) |
| 21 points by PaulHoule 27 days ago | past |
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| | Text rendering and effects using GPU-computed distances (pkh.me) |
| 1 point by mpweiher 33 days ago | past |
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| | Text rendering and effects using GPU-computed distances (pkh.me) |
| 4 points by ibobev 36 days ago | past |
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| | Text rendering and effects using GPU-computed distances (pkh.me) |
| 19 points by ux 37 days ago | past |
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| | Fast calculation of the distance to cubic Bezier curves on the GPU (pkh.me) |
| 157 points by ux 51 days ago | past | 33 comments |
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| | Figuring out round, floor and ceil with integer division (pkh.me) |
| 2 points by mooreds 56 days ago | past |
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| | Code golfing a tiny demo using maths and a pinch of insanity (pkh.me) |
| 107 points by ux 70 days ago | past | 22 comments |
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| | Perfecting anti-aliasing on signed distance functions (pkh.me) |
| 111 points by ibobev 4 months ago | past | 21 comments |
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| | Current technology is not ready for proper alpha blending (pkh.me) |
| 3 points by fanf2 4 months ago | past |
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| | Perfecting anti-aliasing on signed distance functions (pkh.me) |
| 6 points by birdculture 4 months ago | past |
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| | The current technology is not ready for proper blending (pkh.me) |
| 4 points by PaulHoule 4 months ago | past |
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| | Perfecting anti-aliasing on signed distance functions (pkh.me) |
| 5 points by ux 4 months ago | past |
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| | The current technology is not ready for proper blending (pkh.me) |
| 5 points by ux 4 months ago | past |
|
| | Sharing everything I could understand about gradient noise (pkh.me) |
| 4 points by signa11 6 months ago | past |
|
| | Sharing everything I could understand about gradient noise (pkh.me) |
| 137 points by ux 6 months ago | past | 8 comments |
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| | Y2038: Why Steam started picking a random font (pkh.me) |
| 3 points by fanf2 on Oct 8, 2024 | past |
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| | The FFmpeg/Libav situation (2012) (pkh.me) |
| 4 points by jbm on July 9, 2024 | past | 3 comments |
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| | Fixing the iterative damping interpolation in video games (pkh.me) |
| 127 points by ux on May 18, 2024 | past | 53 comments |
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| | Hacking window titles to help OBS (pkh.me) |
| 3 points by ux on June 6, 2023 | past |
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| | The FFmpeg/Libav situation (2012) (pkh.me) |
| 75 points by dosshell on April 15, 2023 | past | 44 comments |
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| | Improving Color Quantization Heuristics (pkh.me) |
| 3 points by wgetch on Jan 4, 2023 | past |
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| | Improving color quantization heuristics (pkh.me) |
| 18 points by ux on Dec 31, 2022 | past | 2 comments |
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| | Porting OkLab colorspace to integer arithmetic (pkh.me) |
| 1 point by ux on Dec 11, 2022 | past |
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| | GCC undefined behaviors are getting wild (pkh.me) |
| 156 points by signa11 on Nov 28, 2022 | past | 349 comments |
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| | GCC undefined behaviors are getting wild (pkh.me) |
| 9 points by ux on Nov 27, 2022 | past | 3 comments |
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| | Figuring out round, floor and ceil with integer division (pkh.me) |
| 1 point by signa11 on Nov 25, 2022 | past |
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| | Figuring out round, floor and ceil with integer division (pkh.me) |
| 1 point by todsacerdoti on Nov 25, 2022 | past |
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| | Figuring out round, floor and ceil with integer division (pkh.me) |
| 74 points by ux on Nov 25, 2022 | past | 27 comments |
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