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Today we’re diving into a Graphics Programming Conference 2025 talk by Jakub Kolesik from King Games, where he shared how they built a system using spatial cascaded caches and SDF ray tracing to handle the fully dynamic and destructible world of Enshrouded, where baked lighting just wouldn’t work.
Watch Full Presentation:
https://youtu.be/57F1ezwH7Mk?si=u3a8fXXzI5hI6wyy
By Jacobo RíosToday we’re diving into a Graphics Programming Conference 2025 talk by Jakub Kolesik from King Games, where he shared how they built a system using spatial cascaded caches and SDF ray tracing to handle the fully dynamic and destructible world of Enshrouded, where baked lighting just wouldn’t work.
Watch Full Presentation:
https://youtu.be/57F1ezwH7Mk?si=u3a8fXXzI5hI6wyy