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Ok, the slides from my GDC presentation are now up. Enjoy!
fumufumu.q-games.com/archive…
James McLaren retweeted
Yes, ace combat 8’s clouds were made by us here at Q ☁️
✈️ Q-Games worked on the R&D of Cloudly, the rendering technology behind the skies and clouds in ACE COMBAT 8: WINGS OF THEVE! ☁️
From a wide variety of cloud formations to sunlight streaming through the clouds and aircraft casting shadows on them, Cloudly brings the skies to life with stunning realism.
Experience the breathtaking skies powered by Cloudly! ✨
James McLaren retweeted
Sharing a great personal tragedy
writings.stephenwolfram.com/…
James McLaren retweeted
I’ll be presenting “Speeding Up Path Tracing using ORCA (Online Radiance Cache Acceleration)” at Siggraph’s Advances in Real-Time Rendering in Games course on Tuesday morning. Hope people find it interesting and helpful!
James McLaren retweeted
With the yen at a historic low, now is the time for US pubs to fund games in Japan. We have a few things we are making and would love to show them to some publishers, reach out! The timing is perfect.
James McLaren retweeted
Seriously, if you haven't played it yet and you have a PS4 or PS5, you really should grab The Tomorrow Children, give yourself a break and play something that's emphatically not standard fare.
James McLaren retweeted
New Post: Adaptive Compute Tessellation. Taking the tess pattern from the previous post and turning it into a WebGPU demo.
filmicworlds.com/blog/adapti…
James McLaren retweeted
New Post: Triangle Tessellation with Clamped Parallelograms. The key idea is to use float tess factors like Dx11 tessellation but replace the pattern to be straighter and more stable. Also includes an MIT licensed web viewer for reference.
filmicworlds.com/blog/comput…
James McLaren retweeted
BitSummit, one of the largest indie-games-only shows in the world is in two weeks, and is bigger and better than ever, who is coming?
James McLaren retweeted
Hunters, rally up!
Be among the first to experience Horizon Hunters Gathering by joining our upcoming playtest at the end of February.
👉 Sign up now through the PlayStation Beta Program on both PC and PS: playstation.com/beta-program…
We announced a new game. Take a look!
Forge your legacy in Horizon Hunters Gathering – a tactical co-op action game that lets up to three players team up as heroic Hunters to protect a world under threat from deadly machines. Coming to PS5 and PC.
youtu.be/Wi_kz4MDG1o
#HorizonHuntersGathering #RallyForTheHunt
James McLaren retweeted
Carpenter Giliam de Carpentier has built himself a walking table that is able to deliver drinks right to him. He has called it 'Carpentopod'.
[📹 decarpentier_nl]
James McLaren retweeted
Presentations slides from Graphics Programming Conference 2025 are now online graphicsprogrammingconferenc…
James McLaren retweeted
Happy New Years! 2026 is made happier by the ACM finally transitioning (at long last) to Open Access: acm.org/publications/openacc…
James McLaren retweeted
Happy New Year 🎆!
All papers on the ACM digital library (dl.acm.org) are free to download now 🎉. No more paywalls. That includes most of my publications (which were already available at momentsingraphics.de).
Happy New Year! As of January 1, 2026, all ACM publications and related artifacts in the ACM Digital Library are now open access, making computing research more accessible, discoverable, and reusable worldwide.
“This is a truly monumental milestone,” said ACM President Yannis Ioannidis, marking a new era for the global computing community.
Explore ACM’s open access journey:
👉 acm.org/publications/openacc…
#OpenAccess #ACM #OpenScience #ComputingResearch
This is some good solid advice. Read and internalise.
Good read: "GPU Cache Hierarchy: Understanding L1, L2, and VRAM" charlesgrassi.dev/blog/gpu-c…
James McLaren retweeted
JoltPhysics.js v1.0.0 is out github.com/jrouwe/JoltPhysic…
James McLaren retweeted
The inventor of Radiance Cascades is working on a sparse world-space implementation. Awesome to see his developments:
youtu.be/rG2aok2SdbU
James McLaren retweeted
"Content-Aware Texturing for Gaussian Splatting"
TL;DR: Texturing instead of millions of Gaussians for fine details; fixed texel size

























