
Panos Karabelas
@panoskarabelas • 5,289 subscribers
Creator of Spartan Engine | Podcast Host | Coder @ BeamNG Ex-AMD, Codemasters, Sony
Shorts
Videos

You asked for it, you’re getting it. Coming soon to DLSS and FSR. 🚗💨
Panos Karabelas119,380 Aufrufe • vor 23 Tagen

After my performance optimisations I hit a wall of memory. I could have strayed into streaming or mesh shaders, but first I chose to tame the beast within. I went from 64 million to 256 million grass blades while VRAM dropped from 10 GB to 5.4 GB by shrinking my instance format from 64 bytes to 10 bytes. The how is in the comments. More soon, friends.
Panos Karabelas298,640 Aufrufe • vor 10 Monaten

v0.39 is finally here! Our biggest graphics and lighting overhaul yet, featuring even more than you see in the video, including a new D3D12 renderer, clustered shading for hundreds of real time lights, and much more. Luis Anton and I poured our hearts into this one. We hope you enjoy it! 🚗✨
Panos Karabelas29,663 Aufrufe • vor 1 Monat

The fact that id Tech can push this level of on-screen chaos without a single stutter is insane.
Panos Karabelas37,476 Aufrufe • vor 4 Monaten

I’m excited to share that I’ve just joined BeamNG! I’ll be working on pretty much anything needed around the engine. I have so many cool ideas I can’t wait to bring to life and hopefully you’ll be able to enjoy them soon on Steam. The best part is this is a flexible role which was key for me. It lets me allocate my time to maximize output, pay the bills, and keep delivering Spartan Engine updates and importantly podcast episodes. The situation is ideal and I’m very happy about the awesome things that lie ahead. Keep an eye out friends.
Panos Karabelas39,170 Aufrufe • vor 10 Monaten

Millions of flowers now live happy lives in the forest in red, blue, and yellow. The wind is more organic after moving to a high quality Perlin texture. Water rendering glitches have been fixed and the geometry passes have been optimised. All of it forms a solid foundation for what follows. More soon, friends.
Panos Karabelas35,880 Aufrufe • vor 9 Monaten

I implemented fully async world loading (not just off the main thread), so the renderer can show the world as fast as possible while other threads update acceleration structures, bindless arrays, and so on. I'm making a game, so iteration speed is critical.
Panos Karabelas10,622 Aufrufe • vor 3 Monaten
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