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    <title>SimonDev</title>
    <link>https://youtube.com/channel/UCEwhtpXrg5MmwlH04ANpL8A</link>
    <description>Hey, ex-Google, ex-gamedev.&#xA;&#xA;I code things, mostly game related, sometimes not.</description>
    <category>TV &amp; Film</category>
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    <lastBuildDate>Mon, 20 Apr 2026 09:28:17 +0000</lastBuildDate>
    <pubDate>Fri, 25 Oct 2019 17:33:08 +0000</pubDate>
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      <title>SimonDev</title>
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    <itunes:author>SimonDev</itunes:author>
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    <itunes:summary><![CDATA[Hey, ex-Google, ex-gamedev.

I code things, mostly game related, sometimes not.]]></itunes:summary>
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      <title>How to optimize (almost) anything</title>
      <link>https://youtube.com/watch?v=phbaxNPJxss</link>
      <description>Performance is one of the most important aspects of game development, but how do you actually approach it? Let&#39;s explore how to investigate a performance issue,  and understand what steps and strategies we can employ.&#xA;&#xA;Gamedev Courses: https://simondev.io&#xA;Support me on Patreon: https://www.patreon.com/simondevyt&#xA;&#xA;Follow me on:&#xA;Instagram: https://www.instagram.com/beer_and_code/&#xA;Twitter: https://twitter.com/iced_coffee_dev&#xA;&#xA;&#xA;Reference:&#xA;https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy.html&#xA;https://github.com/dbartolini/data-oriented-design&#xA;https://www.computerenhance.com/p/clean-code-horrible-performance&#xA;&#xA;https://x.com/AgileJebrim/status/1783085023442137197&#xA;https://x.com/SebAaltonen/status/1655959255181152256&#xA;https://knarkowicz.wordpress.com/2014/04/16/octahedron-normal-vector-encoding/&#xA;https://developer.android.com/games/optimize/vertex-data-management&#xA;https://abseil.io/fast/hints.html&#xA;https://nnethercote.github.io/perf-book/profiling.html &#xA;&#xA;https://www.youtube.com/watch?v=WpgXz5Z9v-U&#xA;https://www.youtube.com/watch?v=sLcksHR30UA&#xA;https://www.youtube.com/watch?v=lb-tlY6ytk8&#xA;https://www.youtube.com/watch?v=L0hrpf9oSW4</description>
      <pubDate>Tue, 03 Feb 2026 17:01:18 +0000</pubDate>
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      <itunes:author>SimonDev</itunes:author>
      <itunes:subtitle>How to optimize (almost) anything</itunes:subtitle>
      <itunes:summary><![CDATA[Performance is one of the most important aspects of game development, but how do you actually approach it? Let's explore how to investigate a performance issue,  and understand what steps and strategies we can employ.

Gamedev Courses: https://simondev.io
Support me on Patreon: https://www.patreon.com/simondevyt

Follow me on:
Instagram: https://www.instagram.com/beer_and_code/
Twitter: https://twitter.com/iced_coffee_dev


Reference:
https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy.html
https://github.com/dbartolini/data-oriented-design
https://www.computerenhance.com/p/clean-code-horrible-performance

https://x.com/AgileJebrim/status/1783085023442137197
https://x.com/SebAaltonen/status/1655959255181152256
https://knarkowicz.wordpress.com/2014/04/16/octahedron-normal-vector-encoding/
https://developer.android.com/games/optimize/vertex-data-management
https://abseil.io/fast/hints.html
https://nnethercote.github.io/perf-book/profiling.html 

https://www.youtube.com/watch?v=WpgXz5Z9v-U
https://www.youtube.com/watch?v=sLcksHR30UA
https://www.youtube.com/watch?v=lb-tlY6ytk8
https://www.youtube.com/watch?v=L0hrpf9oSW4]]></itunes:summary>
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      <itunes:duration>20:18</itunes:duration>
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      <itunes:order>1</itunes:order>
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      <guid>eRVRioN4GwA</guid>
      <title>What Kind of Math Should Game Developers Know?</title>
      <link>https://youtube.com/watch?v=eRVRioN4GwA</link>
      <description>Math is important for game developers, but how much math do you really need? And is it really as difficult as it seems? Let&#39;s explore and understand some of the common uses for math in games.&#xA;&#xA;Gamedev Courses: https://simondev.io&#xA;Support me on Patreon: https://www.patreon.com/simondevyt&#xA;&#xA;Follow me on:&#xA;Instagram: https://www.instagram.com/beer_and_code/&#xA;Twitter: https://twitter.com/iced_coffee_dev&#xA;&#xA;In this video, we take a look at the various bits of math that come in useful for game developers.&#xA;&#xA;&#34;Dripping Icicles&#34; by barberducky:&#xA;https://www.shadertoy.com/view/MX3cRM&#xA;&#xA;Reference:&#xA;https://en.wikipedia.org/wiki/Quaternion&#xA;Cayley Q8 multiplication graph&#34; by Cmglee is licensed under CC BY-SA 4.0. Source: https://commons.wikimedia.org/wiki/File:Cayley_Q8_multiplication_graph.svg&#xA;&#xA;Great free resources:&#xA;https://www.youtube.com/@JorgeVinoRodriguez/videos&#xA;https://www.youtube.com/@3blue1brown&#xA;https://www.youtube.com/@acegikmo</description>
      <pubDate>Wed, 05 Feb 2025 12:03:20 +0000</pubDate>
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      <itunes:author>SimonDev</itunes:author>
      <itunes:subtitle>What Kind of Math Should Game Developers Know?</itunes:subtitle>
      <itunes:summary><![CDATA[Math is important for game developers, but how much math do you really need? And is it really as difficult as it seems? Let's explore and understand some of the common uses for math in games.

Gamedev Courses: https://simondev.io
Support me on Patreon: https://www.patreon.com/simondevyt

Follow me on:
Instagram: https://www.instagram.com/beer_and_code/
Twitter: https://twitter.com/iced_coffee_dev

In this video, we take a look at the various bits of math that come in useful for game developers.

"Dripping Icicles" by barberducky:
https://www.shadertoy.com/view/MX3cRM

Reference:
https://en.wikipedia.org/wiki/Quaternion
Cayley Q8 multiplication graph" by Cmglee is licensed under CC BY-SA 4.0. Source: https://commons.wikimedia.org/wiki/File:Cayley_Q8_multiplication_graph.svg

Great free resources:
https://www.youtube.com/@JorgeVinoRodriguez/videos
https://www.youtube.com/@3blue1brown
https://www.youtube.com/@acegikmo]]></itunes:summary>
      <itunes:image href="https://i.ytimg.com/vi/eRVRioN4GwA/maxresdefault.jpg"></itunes:image>
      <itunes:duration>19:39</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      <itunes:order>2</itunes:order>
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      <title>Exploring a New Approach to Realistic Lighting: Radiance Cascades</title>
      <link>https://youtube.com/watch?v=3so7xdZHKxw</link>
      <description>Radiance Cascades are an innovative solution to global illumination from the devs of Path of Exile 2. Let&#39;s explore and implement their approach.&#xA;&#xA;Gamedev Courses: https://simondev.io&#xA;Support me on Patreon: https://www.patreon.com/simondevyt&#xA;&#xA;Follow me on:&#xA;Instagram: https://www.instagram.com/beer_and_code/&#xA;Twitter: https://twitter.com/iced_coffee_dev&#xA;&#xA;In this video, we look through the recent Radiance Cascades paper from the devs of Path of Exile 2, explore the ideas behind their approach, and implement something similar.&#xA;&#xA;Reference:&#xA;Paper: https://drive.google.com/file/d/1L6v1_7HY2X-LV3Ofb6oyTIxgEaP4LOI6/view?usp=sharing&#xA;Discord: https://discord.com/channels/318590007881236480/1142751596858593372&#xA;&#xA;Other great explanations:&#xA;GM Shaders: https://mini.gmshaders.com/p/radiance-cascades&#xA;Tmpvar: https://tmpvar.com/poc/radiance-cascades/</description>
      <pubDate>Tue, 02 Jul 2024 11:00:03 +0000</pubDate>
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      <itunes:author>SimonDev</itunes:author>
      <itunes:subtitle>Exploring a New Approach to Realistic Lighting: Radiance Cascades</itunes:subtitle>
      <itunes:summary><![CDATA[Radiance Cascades are an innovative solution to global illumination from the devs of Path of Exile 2. Let's explore and implement their approach.

Gamedev Courses: https://simondev.io
Support me on Patreon: https://www.patreon.com/simondevyt

Follow me on:
Instagram: https://www.instagram.com/beer_and_code/
Twitter: https://twitter.com/iced_coffee_dev

In this video, we look through the recent Radiance Cascades paper from the devs of Path of Exile 2, explore the ideas behind their approach, and implement something similar.

Reference:
Paper: https://drive.google.com/file/d/1L6v1_7HY2X-LV3Ofb6oyTIxgEaP4LOI6/view?usp=sharing
Discord: https://discord.com/channels/318590007881236480/1142751596858593372

Other great explanations:
GM Shaders: https://mini.gmshaders.com/p/radiance-cascades
Tmpvar: https://tmpvar.com/poc/radiance-cascades/]]></itunes:summary>
      <itunes:image href="https://i.ytimg.com/vi/3so7xdZHKxw/maxresdefault.jpg"></itunes:image>
      <itunes:duration>14:57</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      <itunes:order>3</itunes:order>
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      <guid>CMFjgWQCGC8</guid>
      <title>How Quake Failed their way to Success</title>
      <link>https://youtube.com/watch?v=CMFjgWQCGC8</link>
      <description>Breakthroughs aren&#39;t created in a vacuum. Let&#39;s dig into Quake&#39;s technical failures and missteps, in order to better understand their ultimate success.&#xA;&#xA;Gamedev Courses: https://simondev.teachable.com/&#xA;Support me on Patreon: https://www.patreon.com/simondevyt&#xA;&#xA;Follow me on:&#xA;Instagram: https://www.instagram.com/beer_and_code/&#xA;Twitter: https://twitter.com/iced_coffee_dev&#xA;&#xA;In this video, we explore some of the history behind Quake&#39;s ground-breaking rendering technology. The developers explored a myriad of options, which ended up being dead-ends or non-starters, but laid the framework for what would eventually be their breakthrough.&#xA;&#xA;&#xA;Reference:&#xA;https://github.com/jagregory/abrash-black-book&#xA;https://github.com/id-Software/Quake&#xA;https://www.flipcode.com/harmless/issue01.htm#beamtrees&#xA;&#xA;Links:&#xA;https://www.youtube.com/watch?v=vi-bdUd9J3E</description>
      <pubDate>Thu, 11 Apr 2024 11:00:09 +0000</pubDate>
      <enclosure url="https://bigboymediagod.synology.me/ID37/CMFjgWQCGC8.mp4" length="99186096" type="video/mp4"></enclosure>
      <itunes:author>SimonDev</itunes:author>
      <itunes:subtitle>How Quake Failed their way to Success</itunes:subtitle>
      <itunes:summary><![CDATA[Breakthroughs aren't created in a vacuum. Let's dig into Quake's technical failures and missteps, in order to better understand their ultimate success.

Gamedev Courses: https://simondev.teachable.com/
Support me on Patreon: https://www.patreon.com/simondevyt

Follow me on:
Instagram: https://www.instagram.com/beer_and_code/
Twitter: https://twitter.com/iced_coffee_dev

In this video, we explore some of the history behind Quake's ground-breaking rendering technology. The developers explored a myriad of options, which ended up being dead-ends or non-starters, but laid the framework for what would eventually be their breakthrough.


Reference:
https://github.com/jagregory/abrash-black-book
https://github.com/id-Software/Quake
https://www.flipcode.com/harmless/issue01.htm#beamtrees

Links:
https://www.youtube.com/watch?v=vi-bdUd9J3E]]></itunes:summary>
      <itunes:image href="https://i.ytimg.com/vi/CMFjgWQCGC8/maxresdefault.jpg"></itunes:image>
      <itunes:duration>21:51</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      <itunes:order>4</itunes:order>
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    <item>
      <guid>hf27qsQPRLQ</guid>
      <title>When Optimisations Work, But for the Wrong Reasons</title>
      <link>https://youtube.com/watch?v=hf27qsQPRLQ</link>
      <description>Level of detail and imposters are effective optimizations that work for reasons you may not fully understand. Let&#39;s explore why, from a hardware perspective, these work.&#xA;&#xA;Gamedev Courses: https://simondev.teachable.com/&#xA;Support me on Patreon: https://www.patreon.com/simondevyt&#xA;&#xA;Follow me on:&#xA;Instagram: https://www.instagram.com/beer_and_code/&#xA;Twitter: https://twitter.com/iced_coffee_dev&#xA;&#xA;In this video, we explore the underlying reasons why optimizations like level of detail work. This involves understanding at a deep level, what the GPU expects in terms of data, what the hardware is optimized for, and how the pipeline and physical hardware units are setup.&#xA;&#xA;References:&#xA;https://developer.nvidia.com/content/life-triangle-nvidias-logical-pipeline&#xA;https://gpuopen.com/wp-content/uploads/2021/01/AMD_Graphics_pipeline_GIC2020.pdf&#xA;https://www.amd.com/system/files/documents/rdna-whitepaper.pdf&#xA;https://shaderbits.com/blog/octahedral-impostors&#xA;https://www.humus.name/index.php?page=Comments&amp;ID=228&#xA;https://www.g-truc.net/post-0662.html&#xA;https://developer.nvidia.com/gpugems/gpugems3/part-iv-image-effects/chapter-21-true-impostors&#xA;https://developer.arm.com/documentation/102695/0100/Triangle-and-polygon-usage?lang=en#micro&#xA;&#xA;https://www.youtube.com/watch?v=ZRhJT2nmvA4&#xA;https://www.youtube.com/watch?v=EE-4GvjKcfs&#xA;https://www.youtube.com/watch?v=jKQem4Z6ioQ&#xA;https://www.youtube.com/watch?v=QdBZY2fkU-0&#xA;https://www.youtube.com/watch?v=nWm_OhIKms8&#xA;https://www.youtube.com/watch?v=-50MJf7hyOw</description>
      <pubDate>Mon, 29 Jan 2024 15:30:18 +0000</pubDate>
      <enclosure url="https://bigboymediagod.synology.me/ID37/hf27qsQPRLQ.mp4" length="152395450" type="video/mp4"></enclosure>
      <itunes:author>SimonDev</itunes:author>
      <itunes:subtitle>When Optimisations Work, But for the Wrong Reasons</itunes:subtitle>
      <itunes:summary><![CDATA[Level of detail and imposters are effective optimizations that work for reasons you may not fully understand. Let's explore why, from a hardware perspective, these work.

Gamedev Courses: https://simondev.teachable.com/
Support me on Patreon: https://www.patreon.com/simondevyt

Follow me on:
Instagram: https://www.instagram.com/beer_and_code/
Twitter: https://twitter.com/iced_coffee_dev

In this video, we explore the underlying reasons why optimizations like level of detail work. This involves understanding at a deep level, what the GPU expects in terms of data, what the hardware is optimized for, and how the pipeline and physical hardware units are setup.

References:
https://developer.nvidia.com/content/life-triangle-nvidias-logical-pipeline
https://gpuopen.com/wp-content/uploads/2021/01/AMD_Graphics_pipeline_GIC2020.pdf
https://www.amd.com/system/files/documents/rdna-whitepaper.pdf
https://shaderbits.com/blog/octahedral-impostors
https://www.humus.name/index.php?page=Comments&ID=228
https://www.g-truc.net/post-0662.html
https://developer.nvidia.com/gpugems/gpugems3/part-iv-image-effects/chapter-21-true-impostors
https://developer.arm.com/documentation/102695/0100/Triangle-and-polygon-usage?lang=en#micro

https://www.youtube.com/watch?v=ZRhJT2nmvA4
https://www.youtube.com/watch?v=EE-4GvjKcfs
https://www.youtube.com/watch?v=jKQem4Z6ioQ
https://www.youtube.com/watch?v=QdBZY2fkU-0
https://www.youtube.com/watch?v=nWm_OhIKms8
https://www.youtube.com/watch?v=-50MJf7hyOw]]></itunes:summary>
      <itunes:image href="https://i.ytimg.com/vi/hf27qsQPRLQ/maxresdefault.jpg"></itunes:image>
      <itunes:duration>22:19</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      <itunes:order>5</itunes:order>
    </item>
    <item>
      <guid>CHYxjpYep_M</guid>
      <title>How Games Have Worked for 30 Years to Do Less Work</title>
      <link>https://youtube.com/watch?v=CHYxjpYep_M</link>
      <description>We explore the evolution of culling and visibility determination in video games, building on work started over 30 years ago, and evolving with every generation of hardware.&#xA;&#xA;Gamedev Courses: https://simondev.teachable.com/&#xA;Support me on Patreon: https://www.patreon.com/simondevyt&#xA;&#xA;Follow me on:&#xA;Instagram: https://www.instagram.com/beer_and_code/&#xA;Twitter: https://twitter.com/iced_coffee_dev&#xA;&#xA;In this video, I implement some of the various visibility techniques used by AAA games like Just Cause 2, Battlefield, and Splinter Cell, and others. We walk through the history of GDC presentations, and see how the techniques have evolved to what&#39;s considered state of the art today.&#xA;&#xA;References talks:&#xA;https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf&#xA;https://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf&#xA;https://gamma.cs.unc.edu/papers/documents/technicalreports/tr97004.pdf&#xA;https://developer.nvidia.com/gpugems/gpugems2/part-i-geometric-complexity/chapter-6-hardware-occlusion-queries-made-useful&#xA;https://www.cs.princeton.edu/courses/archive/spr01/cs598b/papers/greene93.pdf&#xA;https://blog.paavo.me/cities-skylines-2-performance/&#xA;https://www.humus.name/Articles/Persson_CreatingVastGameWorlds.pdf&#xA;https://www.ea.com/frostbite/news/culling-the-battlefield-data-oriented-design-in-practice&#xA;https://www.guerrilla-games.com/read/practical-occlusion-culling-in-killzone-3&#xA;https://blog.selfshadow.com/publications/practical-visibility/&#xA;https://www.selfshadow.com/talks/rwc_gdc2010_v1.pdf&#xA;https://aras-p.info/texts/D3D9GPUHacks.html</description>
      <pubDate>Tue, 05 Dec 2023 14:00:14 +0000</pubDate>
      <enclosure url="https://bigboymediagod.synology.me/ID37/CHYxjpYep_M.mp4" length="188932496" type="video/mp4"></enclosure>
      <itunes:author>SimonDev</itunes:author>
      <itunes:subtitle>How Games Have Worked for 30 Years to Do Less Work</itunes:subtitle>
      <itunes:summary><![CDATA[We explore the evolution of culling and visibility determination in video games, building on work started over 30 years ago, and evolving with every generation of hardware.

Gamedev Courses: https://simondev.teachable.com/
Support me on Patreon: https://www.patreon.com/simondevyt

Follow me on:
Instagram: https://www.instagram.com/beer_and_code/
Twitter: https://twitter.com/iced_coffee_dev

In this video, I implement some of the various visibility techniques used by AAA games like Just Cause 2, Battlefield, and Splinter Cell, and others. We walk through the history of GDC presentations, and see how the techniques have evolved to what's considered state of the art today.

References talks:
https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf
https://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf
https://gamma.cs.unc.edu/papers/documents/technicalreports/tr97004.pdf
https://developer.nvidia.com/gpugems/gpugems2/part-i-geometric-complexity/chapter-6-hardware-occlusion-queries-made-useful
https://www.cs.princeton.edu/courses/archive/spr01/cs598b/papers/greene93.pdf
https://blog.paavo.me/cities-skylines-2-performance/
https://www.humus.name/Articles/Persson_CreatingVastGameWorlds.pdf
https://www.ea.com/frostbite/news/culling-the-battlefield-data-oriented-design-in-practice
https://www.guerrilla-games.com/read/practical-occlusion-culling-in-killzone-3
https://blog.selfshadow.com/publications/practical-visibility/
https://www.selfshadow.com/talks/rwc_gdc2010_v1.pdf
https://aras-p.info/texts/D3D9GPUHacks.html]]></itunes:summary>
      <itunes:image href="https://i.ytimg.com/vi/CHYxjpYep_M/maxresdefault.jpg"></itunes:image>
      <itunes:duration>23:40</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      <itunes:order>6</itunes:order>
    </item>
    <item>
      <guid>bp7REZBV4P4</guid>
      <title>How do Major Video Games Render Grass?</title>
      <link>https://youtube.com/watch?v=bp7REZBV4P4</link>
      <description>Trying out the last grass and foliage rendering techniques used by Ghost of Tsushima.&#xA;&#xA;🛒 Recommended books (on Amazon): https://www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&amp;tag=simondev01-20&amp;sort=priority&amp;viewType=grid&#xA;❤️ Support me on Patreon: https://www.patreon.com/simondevyt&#xA;🌍 My Gamedev Courses: https://simondev.teachable.com/&#xA;&#xA;Disclaimer: Commission is earned from qualifying purchases on Amazon links.&#xA;&#xA;Follow me on:&#xA;Instagram: https://www.instagram.com/beer_and_code/&#xA;Twitter: https://twitter.com/iced_coffee_dev&#xA;&#xA;In this video, I tried implement the grass techniques explained by SuckerPunch in their talk &#34;Procedural Grass in &#39;Ghost of Tsushima&#39;&#34;. We walk though a lot of their basic setup, explore some possible alternative implementations, and end up with a nice little scene full of grass.&#xA;&#xA;Three.js SSAO Used:&#xA;https://github.com/N8python/n8ao&#xA;&#xA;References talks:&#xA;https://www.youtube.com/watch?v=Ibe1JBF5i5Y&#xA;https://www.gdcvault.com/play/1027033/Advanced-Graphics-Summit-Procedural-Grass</description>
      <pubDate>Mon, 06 Nov 2023 12:00:35 +0000</pubDate>
      <enclosure url="https://bigboymediagod.synology.me/ID37/bp7REZBV4P4.mp4" length="218674849" type="video/mp4"></enclosure>
      <itunes:author>SimonDev</itunes:author>
      <itunes:subtitle>How do Major Video Games Render Grass?</itunes:subtitle>
      <itunes:summary><![CDATA[Trying out the last grass and foliage rendering techniques used by Ghost of Tsushima.

🛒 Recommended books (on Amazon): https://www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&tag=simondev01-20&sort=priority&viewType=grid
❤️ Support me on Patreon: https://www.patreon.com/simondevyt
🌍 My Gamedev Courses: https://simondev.teachable.com/

Disclaimer: Commission is earned from qualifying purchases on Amazon links.

Follow me on:
Instagram: https://www.instagram.com/beer_and_code/
Twitter: https://twitter.com/iced_coffee_dev

In this video, I tried implement the grass techniques explained by SuckerPunch in their talk "Procedural Grass in 'Ghost of Tsushima'". We walk though a lot of their basic setup, explore some possible alternative implementations, and end up with a nice little scene full of grass.

Three.js SSAO Used:
https://github.com/N8python/n8ao

References talks:
https://www.youtube.com/watch?v=Ibe1JBF5i5Y
https://www.gdcvault.com/play/1027033/Advanced-Graphics-Summit-Procedural-Grass]]></itunes:summary>
      <itunes:image href="https://i.ytimg.com/vi/bp7REZBV4P4/maxresdefault.jpg"></itunes:image>
      <itunes:duration>9:33</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      <itunes:order>7</itunes:order>
    </item>
    <item>
      <guid>easvMCCBFkQ</guid>
      <title>Is the COST of JavaScript’s GC REALLY that high?</title>
      <link>https://youtube.com/watch?v=easvMCCBFkQ</link>
      <description>How much overhead is there really for garbage collection, is it as high as so many people say it is?&#xA;&#xA;My Courses: https://simondev.teachable.com/&#xA;&#xA;Support me on Patreon: https://www.patreon.com/simondevyt&#xA;&#xA;Follow me on:&#xA;Twitter: https://twitter.com/iced_coffee_dev&#xA;Instagram: https://www.instagram.com/beer_and_code/&#xA;&#xA;Garbage Collection is often cited as a major source of performance problems in JavaScript. In this vdeo, we explore garbage collection a bit, and try to understand when and how the overhead is high and when it isn&#39;t.&#xA;&#xA;Links:&#xA;https://en.wikipedia.org/wiki/Tracing_garbage_collection&#xA;https://v8.dev/blog/free-garbage-collection&#xA;https://v8.dev/blog/trash-talk</description>
      <pubDate>Mon, 19 Jun 2023 11:00:28 +0000</pubDate>
      <enclosure url="https://bigboymediagod.synology.me/ID37/easvMCCBFkQ.mp4" length="44723097" type="video/mp4"></enclosure>
      <itunes:author>SimonDev</itunes:author>
      <itunes:subtitle>Is the COST of JavaScript’s GC REALLY that high?</itunes:subtitle>
      <itunes:summary><![CDATA[How much overhead is there really for garbage collection, is it as high as so many people say it is?

My Courses: https://simondev.teachable.com/

Support me on Patreon: https://www.patreon.com/simondevyt

Follow me on:
Twitter: https://twitter.com/iced_coffee_dev
Instagram: https://www.instagram.com/beer_and_code/

Garbage Collection is often cited as a major source of performance problems in JavaScript. In this vdeo, we explore garbage collection a bit, and try to understand when and how the overhead is high and when it isn't.

Links:
https://en.wikipedia.org/wiki/Tracing_garbage_collection
https://v8.dev/blog/free-garbage-collection
https://v8.dev/blog/trash-talk]]></itunes:summary>
      <itunes:image href="https://i.ytimg.com/vi/easvMCCBFkQ/maxresdefault.jpg"></itunes:image>
      <itunes:duration>13:52</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      <itunes:order>9</itunes:order>
    </item>
    <item>
      <guid>kkMt4lrJzs8</guid>
      <title>So how does your computer ACTUALLY compute sine? Basics of trig and more…</title>
      <link>https://youtube.com/watch?v=kkMt4lrJzs8</link>
      <description>What is sin/cos/tan really? How do they relate to the dot product? How are they even computed by your hardware?&#xA;&#xA;My Courses: https://simondev.teachable.com/&#xA;&#xA;Support me on Patreon: https://www.patreon.com/simondevyt&#xA;&#xA;Follow me on:&#xA;Twitter: https://twitter.com/iced_coffee_dev&#xA;Instagram: https://www.instagram.com/beer_and_code/&#xA;&#xA;Trigonometry is often cited as an are of math for game development. In this video, I explore trig functions a bit, what they actually compute for you in a visual way, and tie that together with basic linear algebra. Lastly, we explore how these functions are actually computed under the surface.&#xA;&#xA;Intel Paper: https://citeseerx.ist.psu.edu/doc/10.1.1.24.5177&#xA;Robin Green&#39;s Blog: https://basesandframes.wordpress.com/2016/05/17/faster-math-functions/</description>
      <pubDate>Tue, 28 Feb 2023 17:00:34 +0000</pubDate>
      <enclosure url="https://bigboymediagod.synology.me/ID37/kkMt4lrJzs8.mp4" length="27599224" type="video/mp4"></enclosure>
      <itunes:author>SimonDev</itunes:author>
      <itunes:subtitle>So how does your computer ACTUALLY compute sine? Basics of trig and more…</itunes:subtitle>
      <itunes:summary><![CDATA[What is sin/cos/tan really? How do they relate to the dot product? How are they even computed by your hardware?

My Courses: https://simondev.teachable.com/

Support me on Patreon: https://www.patreon.com/simondevyt

Follow me on:
Twitter: https://twitter.com/iced_coffee_dev
Instagram: https://www.instagram.com/beer_and_code/

Trigonometry is often cited as an are of math for game development. In this video, I explore trig functions a bit, what they actually compute for you in a visual way, and tie that together with basic linear algebra. Lastly, we explore how these functions are actually computed under the surface.

Intel Paper: https://citeseerx.ist.psu.edu/doc/10.1.1.24.5177
Robin Green's Blog: https://basesandframes.wordpress.com/2016/05/17/faster-math-functions/]]></itunes:summary>
      <itunes:image href="https://i.ytimg.com/vi/kkMt4lrJzs8/maxresdefault.jpg"></itunes:image>
      <itunes:duration>7:41</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      <itunes:order>10</itunes:order>
    </item>
    <item>
      <guid>ml-5OGZC7vE</guid>
      <title>How Big Budget AAA Games Render Bloom</title>
      <link>https://youtube.com/watch?v=ml-5OGZC7vE</link>
      <description>Trying out some of the latest approaches to Bloom used in Unity/Unreal.&#xA;&#xA;🛒 Recommended books (on Amazon): https://www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&amp;tag=simondev01-20&amp;sort=priority&amp;viewType=grid&#xA;❤️ Support me on Patreon: https://www.patreon.com/simondevyt&#xA;🌍 My Gamedev Courses: https://simondev.teachable.com/&#xA;&#xA;Disclaimer: Commission is earned from qualifying purchases on Amazon links.&#xA;&#xA;Follow me on:&#xA;Instagram: https://www.instagram.com/beer_and_code/&#xA;Twitter: https://twitter.com/iced_coffee_dev&#xA;&#xA;In this video, I tried going through some of the modern approaches to Bloom, explained a bit of the history, and where it may be going in the future. I walk through Kawase&#39;s Blur Filter, box and gaussian blurs and how to do separable filters, and explore the fourier transform and convolution bloom.&#xA;&#xA;&#xA;Referenced Papers/Talks:&#xA;The Fast Fourier Transform (FFT): Most Ingenious Algorithm Ever?: https://www.youtube.com/watch?v=h7apO7q16V0&#xA;The Remarkable Story Behind The Most Important Algorithm Of All Time: https://www.youtube.com/watch?v=nmgFG7PUHfo&#xA;http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare&#xA;https://www.chrisoat.com/papers/Oat-ScenePostprocessing.pdf&#xA;https://de45xmedrsdbp.cloudfront.net/Resources/files/The_Technology_Behind_the_Elemental_Demo_16x9-1248544805.pdf</description>
      <pubDate>Mon, 23 Jan 2023 17:00:29 +0000</pubDate>
      <enclosure url="https://bigboymediagod.synology.me/ID37/ml-5OGZC7vE.mp4" length="42745044" type="video/mp4"></enclosure>
      <itunes:author>SimonDev</itunes:author>
      <itunes:subtitle>How Big Budget AAA Games Render Bloom</itunes:subtitle>
      <itunes:summary><![CDATA[Trying out some of the latest approaches to Bloom used in Unity/Unreal.

🛒 Recommended books (on Amazon): https://www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&tag=simondev01-20&sort=priority&viewType=grid
❤️ Support me on Patreon: https://www.patreon.com/simondevyt
🌍 My Gamedev Courses: https://simondev.teachable.com/

Disclaimer: Commission is earned from qualifying purchases on Amazon links.

Follow me on:
Instagram: https://www.instagram.com/beer_and_code/
Twitter: https://twitter.com/iced_coffee_dev

In this video, I tried going through some of the modern approaches to Bloom, explained a bit of the history, and where it may be going in the future. I walk through Kawase's Blur Filter, box and gaussian blurs and how to do separable filters, and explore the fourier transform and convolution bloom.


Referenced Papers/Talks:
The Fast Fourier Transform (FFT): Most Ingenious Algorithm Ever?: https://www.youtube.com/watch?v=h7apO7q16V0
The Remarkable Story Behind The Most Important Algorithm Of All Time: https://www.youtube.com/watch?v=nmgFG7PUHfo
http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
https://www.chrisoat.com/papers/Oat-ScenePostprocessing.pdf
https://de45xmedrsdbp.cloudfront.net/Resources/files/The_Technology_Behind_the_Elemental_Demo_16x9-1248544805.pdf]]></itunes:summary>
      <itunes:image href="https://i.ytimg.com/vi/ml-5OGZC7vE/maxresdefault.jpg"></itunes:image>
      <itunes:duration>13:23</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      <itunes:order>11</itunes:order>
    </item>
    <item>
      <guid>Qj_tK_mdRcA</guid>
      <title>How Big Budget AAA Games Render Clouds</title>
      <link>https://youtube.com/watch?v=Qj_tK_mdRcA</link>
      <description>Explored a few of the latest techniques in procedural cloud rendering used in Horizon: Zero Dawn and the FrostBite engine.&#xA;&#xA;🛒 Recommended books (on Amazon): https://www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&amp;tag=simondev01-20&amp;sort=priority&amp;viewType=grid&#xA;❤️ Support me on Patreon: https://www.patreon.com/simondevyt&#xA;🌍 My Gamedev Courses: https://simondev.teachable.com/&#xA;&#xA;Disclaimer: Commission is earned from qualifying purchases on Amazon links.&#xA;&#xA;Follow me on:&#xA;Twitter: https://twitter.com/iced_coffee_dev&#xA;Instagram: https://www.instagram.com/beer_and_code/&#xA;&#xA;In this video, I walk through how cloud rendering generally works, as well as covering some of the more recent tweaks/improvements and optimizations.&#xA;&#xA;Referenced Papers/Talks:&#xA;https://www.ea.com/frostbite/news/physically-based-sky-atmosphere-and-cloud-rendering&#xA;https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn&#xA;http://magnuswrenninge.com/wp-content/uploads/2010/03/Wrenninge-OzTheGreatAndVolumetric.pdf</description>
      <pubDate>Tue, 29 Nov 2022 12:00:22 +0000</pubDate>
      <enclosure url="https://bigboymediagod.synology.me/ID37/Qj_tK_mdRcA.mp4" length="53504828" type="video/mp4"></enclosure>
      <itunes:author>SimonDev</itunes:author>
      <itunes:subtitle>How Big Budget AAA Games Render Clouds</itunes:subtitle>
      <itunes:summary><![CDATA[Explored a few of the latest techniques in procedural cloud rendering used in Horizon: Zero Dawn and the FrostBite engine.

🛒 Recommended books (on Amazon): https://www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&tag=simondev01-20&sort=priority&viewType=grid
❤️ Support me on Patreon: https://www.patreon.com/simondevyt
🌍 My Gamedev Courses: https://simondev.teachable.com/

Disclaimer: Commission is earned from qualifying purchases on Amazon links.

Follow me on:
Twitter: https://twitter.com/iced_coffee_dev
Instagram: https://www.instagram.com/beer_and_code/

In this video, I walk through how cloud rendering generally works, as well as covering some of the more recent tweaks/improvements and optimizations.

Referenced Papers/Talks:
https://www.ea.com/frostbite/news/physically-based-sky-atmosphere-and-cloud-rendering
https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn
http://magnuswrenninge.com/wp-content/uploads/2010/03/Wrenninge-OzTheGreatAndVolumetric.pdf]]></itunes:summary>
      <itunes:image href="https://i.ytimg.com/vi/Qj_tK_mdRcA/maxresdefault.jpg"></itunes:image>
      <itunes:duration>10:45</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      <itunes:order>12</itunes:order>
    </item>
    <item>
      <guid>sChQCdbLdHE</guid>
      <title>The ONE Texture Every Game NEEDS</title>
      <link>https://youtube.com/watch?v=sChQCdbLdHE</link>
      <description>Exploring why procedural noise (such as perlin noise) are so useful in game development and graphics.&#xA;&#xA;🛒 Recommended books (on Amazon): https://www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&amp;tag=simondev01-20&amp;sort=priority&amp;viewType=grid&#xA;❤️ Support me on Patreon: https://www.patreon.com/simondevyt&#xA;🌍 My Gamedev Courses: https://simondev.teachable.com/&#xA;&#xA;Disclaimer: Commission is earned from qualifying purchases on Amazon links.&#xA;&#xA;Follow me on:&#xA;Twitter: https://twitter.com/iced_coffee_dev&#xA;Instagram: https://www.instagram.com/beer_and_code/&#xA;&#xA;In this video, I cover how to generate value, gradient, and voronoi noise. We go over how they&#39;re computed, and as well, we&#39;ll walk through some uses in game development, and VFX settings.</description>
      <pubDate>Fri, 28 Oct 2022 11:00:43 +0000</pubDate>
      <enclosure url="https://bigboymediagod.synology.me/ID37/sChQCdbLdHE.mp4" length="124567309" type="video/mp4"></enclosure>
      <itunes:author>SimonDev</itunes:author>
      <itunes:subtitle>The ONE Texture Every Game NEEDS</itunes:subtitle>
      <itunes:summary><![CDATA[Exploring why procedural noise (such as perlin noise) are so useful in game development and graphics.

🛒 Recommended books (on Amazon): https://www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&tag=simondev01-20&sort=priority&viewType=grid
❤️ Support me on Patreon: https://www.patreon.com/simondevyt
🌍 My Gamedev Courses: https://simondev.teachable.com/

Disclaimer: Commission is earned from qualifying purchases on Amazon links.

Follow me on:
Twitter: https://twitter.com/iced_coffee_dev
Instagram: https://www.instagram.com/beer_and_code/

In this video, I cover how to generate value, gradient, and voronoi noise. We go over how they're computed, and as well, we'll walk through some uses in game development, and VFX settings.]]></itunes:summary>
      <itunes:image href="https://i.ytimg.com/vi/sChQCdbLdHE/maxresdefault.jpg"></itunes:image>
      <itunes:duration>9:00</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      <itunes:order>13</itunes:order>
    </item>
    <item>
      <guid>YJB1QnEmlTs</guid>
      <title>An In-Depth look at Lerp, Smoothstep, and Shaping Functions</title>
      <link>https://youtube.com/watch?v=YJB1QnEmlTs</link>
      <description>Exploring some common math that game developers use, let&#39;s look at linear interpolation and apply it to everything.&#xA;&#xA;🛒 Recommended books (on Amazon): https://www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&amp;tag=simondev01-20&amp;sort=priority&amp;viewType=grid&#xA;❤️ Support me on Patreon: https://www.patreon.com/simondevyt&#xA;🌍 My Gamedev Courses: https://simondev.teachable.com/&#xA;&#xA;Disclaimer: Commission is earned from qualifying purchases on Amazon links.&#xA;&#xA;Follow me on:&#xA;Twitter: https://twitter.com/iced_coffee_dev&#xA;Instagram: https://www.instagram.com/beer_and_code/&#xA;&#xA;In this video, I cover lerp, also known as mix in GLSL, a common mathematical function used in game dev. It&#39;s extremely versatile, and we&#39;ll go through basic uses, as well as some problems and how to overcome them.&#xA;&#xA;Some easing functions to try out:&#xA;https://easings.net/&#xA;https://iquilezles.org/articles/functions/</description>
      <pubDate>Tue, 27 Sep 2022 17:30:06 +0000</pubDate>
      <enclosure url="https://bigboymediagod.synology.me/ID37/YJB1QnEmlTs.mp4" length="23639534" type="video/mp4"></enclosure>
      <itunes:author>SimonDev</itunes:author>
      <itunes:subtitle>An In-Depth look at Lerp, Smoothstep, and Shaping Functions</itunes:subtitle>
      <itunes:summary><![CDATA[Exploring some common math that game developers use, let's look at linear interpolation and apply it to everything.

🛒 Recommended books (on Amazon): https://www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&tag=simondev01-20&sort=priority&viewType=grid
❤️ Support me on Patreon: https://www.patreon.com/simondevyt
🌍 My Gamedev Courses: https://simondev.teachable.com/

Disclaimer: Commission is earned from qualifying purchases on Amazon links.

Follow me on:
Twitter: https://twitter.com/iced_coffee_dev
Instagram: https://www.instagram.com/beer_and_code/

In this video, I cover lerp, also known as mix in GLSL, a common mathematical function used in game dev. It's extremely versatile, and we'll go through basic uses, as well as some problems and how to overcome them.

Some easing functions to try out:
https://easings.net/
https://iquilezles.org/articles/functions/]]></itunes:summary>
      <itunes:image href="https://i.ytimg.com/vi/YJB1QnEmlTs/maxresdefault.jpg"></itunes:image>
      <itunes:duration>8:39</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      <itunes:order>14</itunes:order>
    </item>
    <item>
      <guid>BNZtUB7yhX4</guid>
      <title>Ray Marching, and making 3D Worlds with Math</title>
      <link>https://youtube.com/watch?v=BNZtUB7yhX4</link>
      <description>Built this entire video on raymarching in shaders using shaders, ray marching, and signed distance functions.&#xA;&#xA;🛒 Recommended books (on Amazon): https://www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&amp;tag=simondev01-20&amp;sort=priority&amp;viewType=grid&#xA;❤️ Support me on Patreon: https://www.patreon.com/simondevyt&#xA;🌍 My Gamedev Courses: https://simondev.teachable.com/&#xA;&#xA;Disclaimer: Commission is earned from qualifying purchases on Amazon links.&#xA;&#xA;Follow me on:&#xA;Twitter: https://twitter.com/iced_coffee_dev&#xA;Instagram: https://www.instagram.com/beer_and_code/&#xA;&#xA;In this video, I cover ray marching and some of the cool stuff you can do with it in shaders. We cover basic scene construction, unions/intersections/subtractions, doing smooth minimums, normal generation and soft shadows, and anything else that seems kinda neat about the technique.&#xA;&#xA;Ray Marching: https://en.wikipedia.org/wiki/Ray_marching&#xA;Great Resource for Ray Marching and SDF&#39;s: https://iquilezles.org/&#xA;Smooth Maximum: https://en.wikipedia.org/wiki/Smooth_maximum</description>
      <pubDate>Mon, 29 Aug 2022 15:30:03 +0000</pubDate>
      <enclosure url="https://bigboymediagod.synology.me/ID37/BNZtUB7yhX4.mp4" length="29114388" type="video/mp4"></enclosure>
      <itunes:author>SimonDev</itunes:author>
      <itunes:subtitle>Ray Marching, and making 3D Worlds with Math</itunes:subtitle>
      <itunes:summary><![CDATA[Built this entire video on raymarching in shaders using shaders, ray marching, and signed distance functions.

🛒 Recommended books (on Amazon): https://www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&tag=simondev01-20&sort=priority&viewType=grid
❤️ Support me on Patreon: https://www.patreon.com/simondevyt
🌍 My Gamedev Courses: https://simondev.teachable.com/

Disclaimer: Commission is earned from qualifying purchases on Amazon links.

Follow me on:
Twitter: https://twitter.com/iced_coffee_dev
Instagram: https://www.instagram.com/beer_and_code/

In this video, I cover ray marching and some of the cool stuff you can do with it in shaders. We cover basic scene construction, unions/intersections/subtractions, doing smooth minimums, normal generation and soft shadows, and anything else that seems kinda neat about the technique.

Ray Marching: https://en.wikipedia.org/wiki/Ray_marching
Great Resource for Ray Marching and SDF's: https://iquilezles.org/
Smooth Maximum: https://en.wikipedia.org/wiki/Smooth_maximum]]></itunes:summary>
      <itunes:image href="https://i.ytimg.com/vi/BNZtUB7yhX4/maxresdefault.jpg"></itunes:image>
      <itunes:duration>6:28</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      <itunes:order>15</itunes:order>
    </item>
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