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Today we will talk about this presentation given by Tomasz Stachowiak, half of the indie studio Pounce Light, during the Graphics Programming Conference 2025, where he explores the different techniques they used in the engine for their game Tiny Glade, to manage running it on hardware up to 10 years old, from solving problems like shadow acne, global illumination, and depth-of-field using an excessive amount of ray-marching, GPU-driven rendering, and a little bit of ray-tracing.
Watch full presentation here:
https://www.youtube.com/watch?v=jusWW2pPnA0
Original Copyright Free Music written, performed, and produced by TrackTribe
https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_
By Jacobo RíosToday we will talk about this presentation given by Tomasz Stachowiak, half of the indie studio Pounce Light, during the Graphics Programming Conference 2025, where he explores the different techniques they used in the engine for their game Tiny Glade, to manage running it on hardware up to 10 years old, from solving problems like shadow acne, global illumination, and depth-of-field using an excessive amount of ray-marching, GPU-driven rendering, and a little bit of ray-tracing.
Watch full presentation here:
https://www.youtube.com/watch?v=jusWW2pPnA0
Original Copyright Free Music written, performed, and produced by TrackTribe
https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_