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The Forge Interactive, Inc. is a think-tank for advanced real-time graphics— building custom game engines, rendering solutions, offering game engine consulting

Del Mar, CA
Joined May 2018
Photo by The Forge (@TheForge_FX)Photo by The Forge (@TheForge_FX)Photo by The Forge (@TheForge_FX)Photo by The Forge (@TheForge_FX)Photo by The Forge (@TheForge_FX)Photo by The Forge (@TheForge_FX)Photo by The Forge (@TheForge_FX)Photo by The Forge (@TheForge_FX)Photo by The Forge (@TheForge_FX)Photo by The Forge (@TheForge_FX)
This website will be closed soon. We are only posting over here anymore: bsky.app/profile/theforge.de…
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We are also posting over here: bsky.app/profile/theforge.de… Just in case you are looking for an eXit.
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Release 1.60 - October 11th, 2024 - GPU Work Graphs | Filesystem Refactor | Window System Refactor Phase 1 Work Graphs are supported on DirectX. This release also covers a wide refactor effort for Third-Party libraries, file system and window system. We always strive to have a tighter integration of Third Party libraries. @IntelGraphics @AMDGaming @NVIDIAGameDev @VulkanAPI @DirectX12 @Apple
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Release 1.59 - STAR WARS™: Bounty Hunter™ | Replaced Gainput with our own Input library | Removed Vulkan from Windows Run-Time | Removed API Switch | Third-Party Integration STAR WARS™: Bounty Hunter™ was released. It was ported to all the platform with the help of The Forge. youtube.com/watch?v=jiBmgse9… We wrote a new input library. Let us know how you like it. Fundamental changes to the architecture to account for all the lessons learned in the last few years. We are hiring more graphics/engine developers. Become a part of a world-class team with great benefits and awesome work/life balance: linkedin.com/jobs/view/38161… We are working on many of the most graphics intense projects in the industry. Also, check out our new and bigger office space in Del Mar: thebungalowsdelmar.com/ @IntelGraphics @AMDGaming @NVIDIAGameDev @VulkanAPI @DirectX12 @Apple
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Release 1.58 - June 17th, 2024 Behemoth | Compute-Driven Mega Particle System | Triangle Visibility Buffer 2.0 Behemoth launch trailer. We worked on this last year. youtube.com/watch?v=hTmjjzwS… This TF release offers a new GPU-driven / compute driven Mega Particle System and we improved the new Triangle Visibility Buffer 2.0 support. Check out the slide decks of the two talks (link in Readme) we gave ... We are hiring more graphics/engine developers. Become a part of a world-class team with great benefits and awesome work/life balance: linkedin.com/jobs/view/38161… We are working on many of the most graphics intense projects in the industry. Also, check out our new and bigger office space in Del Mar: thebungalowsdelmar.com/ @IntelGraphics @AMDGaming @NVIDIAGameDev @VulkanAPI @DirectX12 @Apple @Sony @PlayStation
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Thanks @TheForge_FX for the very interesting talk about your work with triangle visibility buffers! #I3D2024
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Release 1.57 - May 8th, 2024 Visibility Buffer 2.0 Prototype | Visibility Buffer 1.0 One Draw call On Friday is our I3D talk about the Triangle Visibility Buffer 2.0 (no draw calls) ... make sure to check it out. Here is the source code: github.com/ConfettiFX We are hiring more graphics/engine developers. Become a part of a world-class team with great benefits and awesome work/life balance: linkedin.com/jobs/view/38161… We are working on many of the most graphics intense projects in the industry. Also, check out our new and bigger office space in Del Mar: thebungalowsdelmar.com/ @IntelGraphics @AMDGaming @NVIDIAGameDev @VulkanAPI @DirectX12 @Apple
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Release 1.56 - April 4th, 2024 I3D | Warzone Mobile | Visibility Buffer | Aura on macOS | Ephemeris on Switch | GPU breadcrumbs | Swappy in Android | Screen-space Shadows | Metal Debug Markers improved github.com/ConfettiFX We are hiring more graphics/engine developers. Become a part of a world-class team with great benefits and awesome work/life balance: linkedin.com/jobs/view/38161… We are working on many of the most graphics intense projects in the industry. Also, check out our new and bigger office space in Del Mar: thebungalowsdelmar.com/ @IntelGraphics @AMDGaming @NVIDIAGameDev @VulkanAPI @DirectX12 @Apple
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Release 1.55 - Ephemeris | gpu.data github.com/ConfettiFX We are hiring! Become a part of a world-class team with great benefits and awesome work/life balance: linkedin.com/jobs/view/38161… @IntelGraphics @AMDGaming @NVIDIAGameDev @VulkanAPI @DirectX12 @Apple
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Release 1.54 - Remote UI Control | Shader Server | Visibility Buffer | Asset Pipeline | GPU Config System | macOS/iOS | ... Happy New Year! Lots of exciting new features ... github.com/ConfettiFX @IntelGraphics @AMDGaming @NVIDIAGameDev @VulkanAPI @DirectX12 @Apple
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We are hiring more graphics/engine developers. Be a part of a world-class team with great benefits and awesome work/life balance: lnkd.in/gAB-BzBM Work on the most awesome games. Last year's projects: lnkd.in/gBH4PcnW Office or remote: lnkd.in/gn3j8duW
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Wishing you all a Happy New Year on behalf of everyone here at The Forge Interactive! 2022 was an incredible year of growth for us, and we can't wait for you to join us in 2023 on this journey. See you next year! - Wolfgang Engel @wolfgangengel
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Release 1.53 - Steamdeck Sup | App cycle changes | Shader Offline Generation | GTAO Unit Test | Improved gradient calculation in Visibility Buffer | New C Containers | Reorg TF Directory Structure | Upgraded ImGUI | The Forge Blog github.com/ConfettiFX/The-Fo… @Apple @PlayCODMobile
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@TheForge_FX in action: youtube.com/watch?v=ZHZOTFMy… We integrated TF into Starfield in 2019.
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The Forge retweeted
Hey ISPC Twitter! We could use your help! 🙏 We would like to get a better understanding of who is using ISPC and where. Are you using it at your company/uni or on personal projects? Do you have feedback (pro and con) about the compiler? Reply here, or DM us privately! 1/2
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