Skip to content
  • Home
Will push pixels for food

Over a decade of rendering geekiness. Engineering Lead @ Roblox. Previously Tech Director at Deviation Games and Skybox Labs (Halo Infinite, Halo 5, Age of Empires/Mythology and more). @belgianrenderer.bsky.social on BlueSky

General

Implementing a GPU-driven debug line renderer

By gkaerts | October 23, 2021 by gkaerts

I recently tweeted about some of the work I’m doing around GPU debugging tools (more specifically GPU-driven line rendering) in my home real-time rendering project. Since the tweet gained a good amount of traction and…

Architecture

Musings on cross-platform graphics engine architectures – Part 2

By gkaerts | August 7, 2018 by gkaerts

This is part 2 of a series on graphics engine architecture. You can read part 1 here. Part 2 – Multi-threaded command recording and submission When we take a closer look at any contemporary PC…

Architecture

Musings on cross-platform graphics engine architectures – Part 1

By gkaerts | July 20, 2018 by gkaerts

Welcome to my blog series on graphics engine architecture! The motivation for me writing this originates from a project I’ve been working on in my spare time for the past couple of years. Part of…

Uncategorized

I suck at maintaining a blog

By gkaerts | July 18, 2018 by gkaerts

And I want to change that. I started this blog with nothing but good intentions, but I never got around to writing what I truly wanted to write about. A lot has changed since 2014,…

© 2025 Will push pixels for food | WordPress Theme Design by Superb