Another ASCII rendering method
I wrote previously about Acerolas ASCII shader, here’s another method by Useless Game Dev.
I wrote previously about Acerolas ASCII shader, here’s another method by Useless Game Dev.

Kevin Bentley, a programmer who worked on Descent 3 way back in the ’90s, has released most of the original source code for the game on GitHub under the GPL 3 license.
In 2017, there was a contest to design the worst possible volume control. It goes to show you that just because you make something look cool – it could be the worst design ever.
Even more can be found here.
Besides bad management leading to a 10 year academic decline until Oregon is the 5th worst school system in the country, Portland has another new problem: dramatically declining student enrollment.
In 2023, Portland schools saw an astounding 17.3% enrollment decline. Parents simply pulled their children out of the failing, dangerous school system into private schools or moved elsewhere. What’s worse, is this trend has not only not stopped, but continues to see loss of students. This, all despite some of the highest spending per student and 30 years of complete Democratic party control.
Part of this may be due to the steady, 3 straight year population decline of Portland as people leave some of the highest taxes in the country, one of the highest property crime rates, and some of the least affordable housing due to urban growth restrictions. How bad is this decline?
The 2015 forecast, for example, predicted about 55,000 students for the 2028–29 school year. The latest forecast predicts PPS will dip below 40,000 that year, enrolling 39,945—about a 27% decline.
This means that Portland schools are about to see their funding dramatically cut since it’s based on student population – probably by about 30%.
Links:
The greatest challenge to future games will be competing against those already out there – and that are refusing to go anywhere.
GamebizIndustry did a very interesting 2 part write-up on the current state of the game market that provides some data and commentary on the current gaming marketplace.

Some interesting points:
Links:
I had forgotten the rules for the levels of database normalization. Not surprising since I last had the class over 20 years ago. Those problem sets immediately came back to me.
Dylan Browne demonstrates a 321 billion-polygon forest on UE5 (77,376 instances of 20 million poly trees). Nanite Foliage leverages a voxel-based method to achieve dense forests. The Witcher 4 uses it and it about to be debut in the upcoming release of Unreal Engine 5.
He also did a fascinating ray-traced translucency experiment
Links:








Dezeen did a good report on 10 different architectural installations at Burning man 2024
They also did one for Burning Man 2025





The 90’s were an amazing time to learn to code. Especially in Europe, hundreds and even thousands of people would gather for weekend-long, round-the-clock caffeine fueled coding sessions to flex their latest graphics programming tricks on Amigas, Commodores, PC’s, and other hardware.
Imphobia was the leading PC demoscene diskmag of the first half of the 1990s. Founded in 1992, it issued until 1996. In that period, 12 issues were released.


Early issues of Imphobia run in DOSBox except issues 6 and beyond where the graphics are not displayed correctly, probably because of the use of an obscure video mode. Nevertheless it’s possible to read the articles. All Imphobia issues are available at scene.org and can be seen at Demozoo.
AMD researchers have published a VRAM-saving technique that leverages procedural generation techniques to eliminate the need for sending the GPU 3D geometry altogether. The GPU utilizes work graphs and mesh nodes to produce 3D-rendered trees on the fly at the LOD (Level of Detail) required for the current frame.
Instead of requiring massive amounts of geometry, the only thing transferred is the code needed to generate the trees in the scene – code that is only a few kilobytes instead of megabytes or even gigabytes.
Read the paper here.