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Dominik Lazarek
@Omme
Senior Graphics/Engine Programmer at id Software. Prev: Ubisoft, Deck13
Duesseldorf, GermanydominikLazarek.tumblr.comJoined July 2008

Dominik Lazarek’s Tweets

After almost eight years at Ubisoft, July will mark the beginning of my last two months there. I've made the difficult decision to move on and join the wonderful folks at id Software as a Senior Engine Programmer in September
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This is one of the best illustrations for these processes that I've ever seen! Wish I had these when I initially set out on my graphics programming adventures! Never would've guessed Unity was behind those animations though, impressive! :)
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This time the animations are made in Unity, using Shapes by @FreyaHolmer. This plugin is so incredibly nice, I can't recommend it enough. Immediate mode drawing was a godsend specifically for the stuff I wanted to do in this video.
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First day of work after xmas vacation. This time, I managed to actually relax and not work on any side-projects. Actually finished the Guardians of the Galaxy game: Can only recommend! Top notch story and writing with some unexpected twists - I want more games like this! :)
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That's really a missed opportunity. Also they didn't seem to have any issues with calling out Konami during the show when they had their hiatus with Kojima
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I understand the desire to simply celebrate the devs whose work we want to spotlight and champion, but I think it's possible to do that while also using the massive platform of The Game Awards to denounce the rampant abuse they've suffered in our industry. twitter.com/Kotaku/status/…
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Hey graphics Vulkan twitter: I'm a bit confused how VkAccelerationStructureGeometryKHR.flags should be used when building a TLAS. I *assume* it is ignored if geometryType is VK_GEOMETRY_TYPE_INSTANCES_KHR, but I can't find confirmation in the docs.
I fully support and admire everyone taking part in #ActiBlizzWalkout today. Wether directly affected or not, we all have to work hard in order to make sure harrasment and mistreatment in any form whatsoever in our industry becomes a thing of the past.
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This is going to be awesome. Apparently we'll haven an early Xmas this year :P
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This year we're cooking up something new for @siggraph with @stevemcauley @kenpex and Michael Vance from Activision - organizing a brand new (hopefully) series of courses on Rendering Engine Architecture in Games - inearchitecture.realtimerendering.com
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If you're interested in more technical details on our game, make sure to watch some of my collegues highlight some of the next-gen tech we've been adding to Snowdrop recently.
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Avatar: Frontiers of Pandora will be Ubisoft's first new-gen-only game – we spoke to its developers to find out why it demands next-gen hardware to run. bit.ly/3daC8Gd
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I've been moving my home-engine to a full bindless binding model. Everything is much easier & cleaner now but I wonder how others deal with the debug layer reporting incorrect resource states if e.g. an SRV of the currently bound rendertarget is part of the global texture table
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Graphics-twitter: Are there any open-source rendering frameworks out there (e.g. similar to oryol or bgfx) that abstract *only* modern APIs (Vk, d3d12,..)? I'd really be interested in choices made when not held back by d3d11/OpenGL
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