Pixel art camera: integer scaling, snapping and smooth follow
A pixel art camera that stays crisp: render to a low resolution target, scale by integers, snap to the pixel grid and follow the player without shimmer.
by Odalys Brisco

Writer
Odalys covers graphics programming: wgpu, shaders, lighting and the maths behind a good-looking 2D frame. She came to it from technical art and still sketches every effect on paper before writing a line of WGSL. Based in Valencia.
A pixel art camera that stays crisp: render to a low resolution target, scale by integers, snap to the pixel grid and follow the player without shimmer.
by Odalys Brisco
A friendly map of wgpu for game developers: instance, adapter, device, queue, surface, pipelines and bind groups, then the path to a textured quad and first errors.
by Odalys Brisco
How to light a 2D game with HDR render targets, additive lights, tonemapping and bloom, with small WGSL snippets and a worked example for each pass in the chain.
by Odalys Brisco
Comfy 0.3 drops lifetimes from game state and adds user fragment shaders, its own TTF text, a perspective camera and LDtk. Why each matters in a 2D engine.
by Odalys Brisco