Alex Tardif

Alex Tardif

@longbool.bsky.social

Senior Graphics Programmer @ Digital Extremes on Warframe/Soulframe. Previously worked on ESO, LOTRO, DDO, Infinite Crisis Blog: https://alextardif.com/eden.html

473 followers322 following86 posts

Alex Tardif reposted

what if I just post a neat little luxe thing every day/hour/whatever #createwithluxe #gamedev (after having been offline for ages for a variety of reasons)

Listening to folks of various backgrounds talk about AI in gamedev, and a common theme in the 'pro' side is that folks of department N are sure the work of department M is non-critical/non-creative and can be comfortably farmed out to generative AI. I can't stop thinking about this.

Alex Tardif reposted

the revive shrine~ hi digital extremes, i like your game a normal amount #soulframe #soulframefanart #art #driftcreates #envoycreate

Alex Tardif reposted

Alex Tardif reposted

meshoptimizer 1.3 is out! Featuring a new voxel remesher, support for normal generation, several simplification improvements and various optimizations and fixes. GitHub stars and reposts appreciated! meshoptimizer was started 10 years ago; excited for the years to come! github.com/zeux/meshopt...

Alex Tardif reposted

They let me make a puppy simulator!!!!!! I cannot undersell you how excited I have been working on this and how long I have spent prototyping this system.

PlaySoulframe@soulframe.com

Preludes 16: Of Hook & Hound has launched! Guide your wolf pup's growth and cast a line in Midrath's myriad waters today: slfr.me/4AAJrjQ

Soulframe patch day - P16: Of Hook and Hound! While you're fishing and raising your wolf pups, you'll also see a new dynamic weather system! I think it came out well :D

Alex Tardif reposted

In ~2007 when coding the ambient lighting of Splinter Cell, I had the idea of storing dynamic SH probes in Voronoi cells, where a) dynamic objects could walk/lerp the face graph, and b) static meshes "palettised" probes per vertex and lerped to give Realtime GI. It never shipped but look how pretty!

Alex Tardif reposted

A Texture Lookup Approach to Bézier Curve Evaluation on the GPU jcgt.org/published/00... New published paper! The premise is that you can offload polynomial evaluation to the texture sampling unit, which can be useful for improving execution times if you are compute bound.

Alex Tardif reposted

Happy to share that I'll be joining the Advances in Real-Time Rendering in Games course at Siggraph next week to talk about how we render volumetric effects in our Glacier engine & 007 First Light with Smolder! Take a look at all the cool presentations that are lined up!

ceruleite.bsky.social@ceruleite.bsky.social

2026 Advances in Real-Time Rendering in Games course line up is here - check it out! advances.realtimerendering.com

Alex Tardif reposted

I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: box2d.org/posts/2026/0...

box2d.orgAnnouncing Box3DI’m happy to announce the release of Box3D, an open source 3D physics engine. It is now available on GitHub. Box3D repository You can think of Box3D as a fork of Box2D, extended with many features nee...

Alex Tardif reposted

OK so I've seen a couple questions/comments related to whether or not this technique supports *rotation*, which tells me I perhaps didn't do a good job explaining a couple key points. The technique explains how to do an unweighted glyph box filters in a shader...

Scuff3D Rook@scuff3drook.bsky.social

*tap tap* Is this thing on? www.youtube.com/watch?v=B9bz... rookandpossum.com/posts/scanli... I made a thing! I suspect I'll be posting to an empty room like a madman, but for now, I'm going to make a habit to start posting things here when I post videos/blogs/papers.

If you've been watching recent engine-related news from the industry and are feeling disenchanted with that trajectory, I'd like to share some non-mainstream projects that might brighten your day:

The first is Luxe @luxeengine.com, a lovingly crafted easy to use engine dogfooded on a variety of real games. I pay to license this engine and would be using to make a game right now had I not lucked into a dream job last year where I'm spending all my time.

The second is @scuff3drook.bsky.social (one half of Rook and Possum)'s Rookery, a hand crafted engine being built by one of the industry's most prolific engine programmers. The patreon is a goldmine already, including a new approach to font rendering. Highly recommend to engine folks to check it out

Alex Tardif reposted

I've been working on a Kotlin/Compose Multiplatform to interpolate sRGB colors as mixtures of paints/pigments. It can produce results that are more appealing than the traditional sRGB interpolation that Composes uses (see screenshot). Not quite ready for release yet. github.com/romainguy/vi...

Alex Tardif reposted

About 3.5 years ago I did some experiment to improve the behavior of microfacet normals at glancing angles. Many surfaces become highly reflective even though having high roughness. Check the discussion in the thread. Here is my implementation reusing equations you already have:

Yining Karl Li@yiningkarlli.bsky.social

There's a neat short paper from Eurographics this year that evaluates how well microfacet shading models actually predict measured reflectance. The answer is: not nearly as well as one would hope! (1/3) ssteinberg.xyz/2026_surface...