I donβt often post outside AnKiβs website but hereβs a new blog post explaining how Vulkan barriers work at the hardware and driver level on Mali GPUs developer.arm.com/community/ar...
I donβt often post outside AnKiβs website but hereβs a new blog post explaining how Vulkan barriers work at the hardware and driver level on Mali GPUs developer.arm.com/community/ar...
Implemented GLTF support using Assimp in my game engine. It can now be imported either as a scene with materials set or as assets.
Video shows regular sponza and texture-heavy intel sponza. Textures are uncompressed and do not have mips, which is why meshes take time to appear.
youtu.be/6q8900Mavs0
Having a progress bar makes it so much easier to visualize what is going on, rather than staring at an unresponsive window π Never mind the debug build
Added async progress bar to asset importer.
youtu.be/U1kPEwvgVo0
Also finally got around to implement async loading assets.
Added Async world load and Progress bar to show progress
youtu.be/WOi4b74R9hU
Yesterday managed to add several features to ActorPrefab editor and now it is shaping up to be very good.
youtu.be/qxMA2CfvsZE
I have also open sourced my engine at git.jeslaspravin.com/jeslaspravin...
but this time it is hosted on my own server. So in order to save my resources I have placed some restrictions
Screenshot of my engine's prefab editor
Hi,
After so much thought of whether I need a discord server for my game engine(For several years actually) I have created one. Please join discord.gg/2xfVG4QPt8
I am still not sure if the server is right for me but I can only find it out by starting one π
Some random screenshot
Ever wondered how to store millions of call stacks efficiently? So did we. Many times.
Check out this new article by Jelle about designing a data structure to efficiently compress and store large amounts of call stack data!
superluminal.eu/compressing-...
Years ago I complained about Windows creating 39+ page-zeroing pages on 96-core machines, which made memory zeroing much slower. The vast majority of the CPU time was consumed by fighting over a lock.
randomascii.wordpress.com/2022/07/11/s...
New blog site (with RSS!), and
UPDATE ON MESH CONTOURS! I've rewrote that whole part of my star blog article on how to render lines for games, by adding my own PhD work that makes it now possible in realtime!
Read it AGAIN!
panthavma.com/articles/lin...
I do this since last 2 year in my engine but using custom templated compile time data structures to generate GPU structures with correct alignment and special validations. I get nice typed interop between CPU and GPU for data structs and compile time validations. I have not seen what boost.PFR does.
Maybe they worked like puffer fishπ€
NEW Tutorial on Reading Math Papers!
mini.gmshaders.com/p/readingmath
An overview of mathematics for programmers.
Demystifying the fancy math symbols so you can use equations from more sources!
Everyone already probably knows about this but I just found it for the first time and wow, what an incredible resource: www.redblobgames.com/grids/hexago...
#gamedev #indiedev
Is it one of '|' '||' or '&' '&&'?
I think it is. I am ignoring the self described expert from the start and at this point I even blocked. It was so annoying and reading the comments was infuriating.
Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024:
www.youtube.com/watch?v=jusW...
It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.
Today I discovered that MSVC has a new (undocumented?) options in MSVC to make force inline work in debug (/Od).
It's called /d2Obforceinline
Source: developercommunity.visualstudio.com/t/__forceinl...
Vulkan 1.4 released today. Many features integrated into core and mandated to build out the functionality that developers can rely on cross-platform. It may look easy(?), but the Vulkan Working Group has significantly upped its roadmap planning game to align multiple silicon vendors to enable this.
Hidden surface removal in arm mali gpu
community.arm.com/arm-communit...
go.bsky.app/ckQ1u9
A few years ago I wrote about how to create good manipulators for a 3d editor. I chose an immediate mode design, so that manipulators graphics is generated per frame and can animate and react to the user actions.
maxliani.wordpress.com/2021/06/29/o...
I think the main reason for using CPU simd over GPU is latency when it comes to audio programming. I have no experience in audio programming.
Hey internet.
Iβm making an engine and there is one area where I have little to no knowledge: Audio.
My question is: is there some place I can get up to speed on the modern way of doing this ? (the gpu-driven mesh shader of audio if you will).
Just now joined here, here is my latest post in other platforms.
Last week removed the legacy renderer and application from my hobby game engine. The new renderer is in good enough place for me to move to other parts of game engine like audio and physics.