The hottest Graphics Substack posts right now

And their main takeaways
Category
Top Technology Topics
lcamtuf’s thing 1499 implied HN points 09 Sep 23
  1. Driving a 2.8" 240x320 IPS panel with a Microchip SAM S70 Cortex-M7 MCU can be surprisingly simple.
  2. The steps to set up the ST7789 display controller involve minimal and straightforward commands like hardware reset and configuration for color mode.
  3. Generating image data for the display in 16 bpp RGB565 color mode is achievable through tools like ImageMagick.
lcamtuf’s thing 999 implied HN points 20 Sep 23
  1. Using a 32-bit MCU was necessary for storing graphics assets like bitmaps and ensured smooth gameplay.
  2. The display quality is not just about resolution; advancements in technology like camera sensors and display panels also play a crucial role.
  3. Game development on microcontrollers involves considerations like random number generation, handling rapid player inputs, and optimizing rotations for a smooth gameplay experience.
Goto 10: The Newsletter for Atari Enthusiasts 117 implied HN points 09 Feb 24
  1. Product naming can be challenging even today, as seen in the variety of names given to retro computers.
  2. Using numbers was a common naming convention for retro computers, such as Apple II, Commodore 64, and Atari 520ST.
  3. The name of a product plays a significant role in its success and recognition, with memorable names like Atari and Amiga standing out.
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GM Shaders Mini Tuts 58 implied HN points 10 Feb 24
  1. WebGPU is the new standard for accelerated graphics and compute, set to replace WebGL. It offers more features, deeper low-level access, and enhanced security, making it exciting for developers.
  2. WebGPU provides cross-platform support, allowing for better control over GPU resources, and introduces compute shaders for handling diverse data types efficiently.
  3. WGSL, the shading language of WebGPU, is stricter than GLSL with similarities to Rust or Swift. It offers optimizations and consistent results across different hardware configurations.
GM Shaders Mini Tuts 98 implied HN points 06 Jan 24
  1. By using gl_FragData[0-3], you can output 4 separate fragment colors to up to 4 surfaces with one draw call
  2. Multiple Render Targets have various applications like deferred rendering, unique object IDs, and depth maps in 2D or 3D contexts
  3. Consider limitations with MRTs, like compatibility with platforms, VRAM usage, and controlling fragment outputs independently
Deus In Machina 36 implied HN points 22 Feb 24
  1. To display text in SDL2, you need to include SDL_ttf.h and work with functions like TTF_Init, TTF_OpenFont, TTF_RenderText_Solid, and SDL_CreateTextureFromSurface.
  2. When using SDL2, surfaces are CPU-based bitmaps ideal for pixel manipulation, while textures are GPU-based and essential for efficient rendering.
  3. SDL2 can render using either SDL_Surface or SDL_Texture, with SDL_Surface being software rendering done entirely by the CPU, bypassing the GPU.
Jacob’s Tech Tavern 192 implied HN points 12 Sep 23
  1. In 2007, Apple introduced Core Animation, revolutionizing how animations were implemented on Mac OS X.
  2. Core Animation streamlined animation implementation by providing a declarative framework that leveraged the GPU for smooth transitions.
  3. Developers could easily create animations with Core Animation properties like frame, border, filters, and opacity.
GM Shaders Mini Tuts 157 implied HN points 02 Sep 23
  1. When working with shaders, think in terms of vector fields to direct the flow and create gradients.
  2. Consider the acceptable input domains and the output ranges of your functions to prevent errors and unexpected results.
  3. Utilize periodic functions for repetition, sine and cosine for waves and rotations, dot product as a ruler, and exponentiation for adjusting brightness levels.
GM Shaders Mini Tuts 137 implied HN points 18 Aug 23
  1. Noah Pauw discusses creating advanced 3D graphics in GameMaker using shaders for real-time lighting and PBR materials.
  2. Game Maker is favored by Noah despite advice to switch to Unity or Unreal for photorealistic 3D games.
  3. Noah shares insights on using Blender for 3D modeling, creating lighting shaders, implementing PBR materials, and drawing 3D environments in Game Maker.
Dan’s MEGA65 Digest 11 implied HN points 16 Feb 24
  1. Sprites in computer graphics are dedicated to moving objects like spaceships or characters and were essential for video games and user interfaces on the Commodore 64.
  2. MEGA65 supports VIC-II hardware sprites and offers sprite-related BASIC commands to make it easy to use in programs, allowing for creating simple arcade games.
  3. Understanding sprite features like multicolor mode, double size options, collision detection, and managing sprite image data through tools like the Sprite Editor enhances game development on the MEGA65.
GM Shaders Mini Tuts 98 implied HN points 07 Aug 23
  1. Emulating the retro CRT monitor look involves RGB color masking, pixelation, chromatic aberration, screen curvature, vignette, pulsing, scanlines, and bloom.
  2. Creativity allows for creating variations using different effects like scanlines, chromatic aberration, vignette, or just the RGB mask and pixelation.
  3. The tutorial provides insights on how to recreate the CRT effect for a game's visuals, providing a cozy and nostalgic feel.
The AI Observer 3 implied HN points 14 Mar 24
  1. GPUs are essential for modern compute, especially with the rise of AI workloads like large language models that heavily rely on tensor operations like matrix addition and multiplication.
  2. When working with GPUs, programmers use CUDA to define functions called kernels that can be launched on the GPU. Parallelism is explicitly defined and optimized, unlike in CPUs where loops iterate serially over data sets.
  3. Execution on GPUs differs from CPUs due to the minimal cost of GPU hardware threads, efficient thread scheduling at the hardware layer, and the use of warps to execute parallel instructions. GPUs optimize for high throughput with many hardware threads, while CPUs focus on low latency for individual instructions.
Have You Played? 117 implied HN points 25 Apr 23
  1. Cyberpunk 2077 has an overly long and linear prologue, which takes away from the player's freedom in the game.
  2. The game struggles with editing in terms of dialogue and storytelling, making it feel verbose and lacking in immersion.
  3. Despite impressive graphics and familiar cyberpunk aesthetics, Cyberpunk 2077 falls short in delivering unique gameplay, compelling story, and engaging world interactions.
GM Shaders Mini Tuts 39 implied HN points 07 Oct 23
  1. Different vector spaces like texture space, screen space, object space, world space, view space, and projection space serve specific purposes in graphics programming.
  2. Understanding these spaces helps in manipulating orientation, scales, positioning, and skewing of vectors for advanced effects like fog, SSAO, and shadow mapping.
  3. Each space has unique characteristics, such as how texture space is measured in texel units and world space represents position in the room.
Have You Played? 39 implied HN points 06 Jun 23
  1. Star Trek: Resurgence is a dialogue-driven adventure game focusing on preventing an interplanetary war.
  2. The game mimics the style of Star Trek: The Next Generation with dialogue choices that affect crew opinions.
  3. The inclusion of unnecessary minigames like stealth and tricorder scanning detract from the core storytelling experience.
GM Shaders Mini Tuts 19 implied HN points 27 Aug 23
  1. Using 'shader_enable_corner_id()' in vertex shaders for 3D particles allows identification and manipulation of vertices in GameMaker.
  2. Understanding vertex buffers and formats in GameMaker is essential for drawing and manipulating shapes.
  3. By manipulating corner IDs in shaders, it is possible to transform particles and sprites in GameMaker into 3D billboards.
Dan’s MEGA65 Digest 22 implied HN points 15 May 23
  1. MEGA65's VIC-IV video chip has multiple graphics modes inspired by vintage computing history
  2. VIC-III bitplane graphics mode in MEGA65 is fun to use with BASIC 65 for drawing vector art
  3. You can save and load graphics screens in IFF-ILBM file format on MEGA65, and convert modern images to display on MEGA65
Syntopikon 11 HN points 17 Apr 23
  1. Ian Fieggen, known as 'Professor Shoelace,' has compiled extensive shoelace information in various formats for over two decades.
  2. Fieggen uses outdated tools like an old PC running Windows 8 and ancient graphics software to continue his work.
  3. Shoelaces, often underestimated, have led to creative solutions and improvements for different needs, like hiking or running.
Hasen Judi 2 HN points 04 Jul 23
  1. Rectangles can be defined in different ways for SDF purposes, but simplifying it to (center, half_size) helps in calculations such as distance to edges or corner points.
  2. Simple transformations like growing, bordering, and inversion, along with masking and rotations, can create interesting visual effects and shapes.
  3. Combining these shape manipulation techniques can lead to the creation of more complex shapes and effects in GPU-rendered graphics.
Arraybolt's Archives 1 HN point 17 Mar 23
  1. The Kubuntu Focus XE Gen 1 is a high-performance Linux laptop with a sleek design and advanced features.
  2. The laptop handles multitasking and heavy workloads with ease, thanks to its powerful specs like i5 processor and 32 GB RAM.
  3. The graphics performance is impressive, with smooth video playback and efficient screen resolution, making it a great choice for non-gaming tasks.
Dan’s MEGA65 Digest 1 HN point 15 Mar 23
  1. The MEGA65 Digest for March 2023 features files, features, hardware, and a programming exercise to play with.
  2. An external floppy disk drive option with modern features and compatibility for the MEGA65 is available for pre-order.
  3. A colorful, low-resolution 80x50 Mandelbrot Set can be created using BASIC programming on the MEGA65, showcasing the computer's capabilities.
Hasen Judi 0 implied HN points 26 Aug 23
  1. Deciding the structure for GPU draw commands involves implementing various elements like rounded rectangles, softness, masking, rotations, and color gradients to draw complex GUI elements.
  2. Consider the requirements and constraints of the GUI design, such as the need for bezier curves for specific use cases beyond SDF rounded rectangles.
  3. Improving the efficiency of drawing rectangles by simplifying parameters like corner radius, using turns instead of radians for rotations, and implementing a unified command struct for specifying properties of the draw commands.
Jacob’s Tech Tavern 0 implied HN points 19 Sep 23
  1. In 2014, Apple introduced Metal as a high-performance graphics API for iOS, catering to graphics-intensive applications like mobile games.
  2. Metal provided low-level access to GPU hardware, aiming to improve performance by reducing bottlenecks caused by OpenGL ES drivers running on the CPU.
  3. Developers using Metal had to work more closely with the hardware, writing shaders and managing rendering pipelines for efficient graphics processing.