RGB rendering is founded on lies and perpetuated by misconceptions about the practicality of spectral rendering. My new blog post series describes a spectral GPU path tracer. Part 1 focuses on how to make it work with existing RGB assets.
momentsingraphics.de/Spectra…
Your latest limited-time Fab freebies are live!
🔥 DieselPunk by KitBash3D
🏰 Dwarven City Modular Environment by Scale Z
💡 LED Light Generator by Samur Art
Add them to your projects before Nov 18:
epic.gm/fab-limited-time-fre…
Ever since I first saw this I wanted to try implementing it in TypeGPU, and I finally got around to it while testing the new 0.8 release.
You can try out the Jelly Slider here:
docs.swmansion.com/TypeGPU/e…
Had a lot of fun brainstorming optimisations with @iwoplaza and the team, and it should run well on most modern devices.
Built entirely with TypeGPU, no extra libraries, with all shaders written in TypeScript. The prototyping speed with features like console.log on the GPU and “bindless” resources made the process really smooth.
This is built-in code-analysis feature of Rosyln...There is something like for regex also. Great that you held the flashlight.
learn.microsoft.com/en-us/vi…
We just published "The Road to 60 fps in The Witcher 4 UE5 Tech Demo", where you can see how we got 300+ moving characters and 100k+ fully modeled trees and scrubs running at 60fps on a base PS5.
piped.video/watch?v=ji0Hfisw…
It's finally here, our MegaGrant! Lava & Volcano Environment has been released on Unreal Engine 5. It supports simulation, water plugin, landscape, blueprint splines, and Nanite! Many of you ask when it will be available. I can say: now! FAB link: fab.com/listings/154cf0a8-20…#CreatedwithFab#gamedev#UnrealEngine@fab@UnrealEngine
Learn how you can bring your C++ projects to Visual Studio 2026 and MSVC Build Tools v14.50 step-by-step. This includes using a new setup assistant experience to install missing tools and retarget your projects: aka.ms/cpp/upgrade/2026