Burak Canik
@octocamo.bsky.social
📤 33
📥 133
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Graphics programmer. Likes anything Metal Gear Solid. fauder.github.io
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Finished documenting work on optimized wireframe rendering: precision, clipping & math details for stable, performant edges in OpenGL. Includes an analysis of NVIDIA’s wireframe paper & fixes its issues.
fauder.github.io/posts/2025/1...
#GraphicsProgramming
#Rendering
#OpenGL
#ShaderDev
#GameDev
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Optimized Wireframe Rendering: Part III
Detailed technical breakdown of precision pitfalls, clipping logic, and geometry shader implementation for high-quality wireframe rendering.
https://fauder.github.io/posts/2025/10/17/optimized-wireframe-rendering-part-iii/
22 days ago
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Burak Canik
Anna Megill
8 days ago
I interviewed with 20 studios in 2023 before finally finding a home at CDPR. Studios closed, projects got canceled, devs got laid off. As of today, only 1 of those roles remains. It's a wild time in the games industry
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Burak Canik
Ryan T. Brown 🎮🩷
13 days ago
Take-Two's CEO has spoken out on AI, saying "genius is the domain of human beings", and raising copyright and creativity concerns. "There is no creativity that can exist by definition in any AI model, because it is data-driven."
(Read more: Eurogamer)
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Finished documenting work on optimized wireframe rendering: precision, clipping & math details for stable, performant edges in OpenGL. Includes an analysis of NVIDIA’s wireframe paper & fixes its issues.
fauder.github.io/posts/2025/1...
#GraphicsProgramming
#Rendering
#OpenGL
#ShaderDev
#GameDev
loading . . .
Optimized Wireframe Rendering: Part III
Detailed technical breakdown of precision pitfalls, clipping logic, and geometry shader implementation for high-quality wireframe rendering.
https://fauder.github.io/posts/2025/10/17/optimized-wireframe-rendering-part-iii/
22 days ago
1
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