#gameengine #interop #indiedev #gamedev
#gameengine #interop #indiedev #gamedev
Plenty to go!
#interop #gameengine #indiedev #gamedev
Plenty to go!
#interop #gameengine #indiedev #gamedev
Mostly done with support for #cplusplus enum class and typedef enums.
Still more work to do on it!
#indiedev #gamedev #gamengine
Mostly done with support for #cplusplus enum class and typedef enums.
Still more work to do on it!
#indiedev #gamedev #gamengine
I've also been working on semi-automated C++ to C# interop generation using a pure-virtual class and V-Table wrapper approach to avoid P/Invoke
#gameengine #gamedev #indiedev #cplusplus
I've also been working on semi-automated C++ to C# interop generation using a pure-virtual class and V-Table wrapper approach to avoid P/Invoke
#gameengine #gamedev #indiedev #cplusplus
A lot of cleanup to do around cross-GPU asset management for stuff like shaders, textures and models. But, one step at a time!
#vulkan #indiedev #gamedev
A lot of cleanup to do around cross-GPU asset management for stuff like shaders, textures and models. But, one step at a time!
#vulkan #indiedev #gamedev
A bit of cleaning up to do, then a trial run with offloading parts of the ECS onto the GPU.
#gamedev #indiedev #vulkan #gameengine
A bit of cleaning up to do, then a trial run with offloading parts of the ECS onto the GPU.
#gamedev #indiedev #vulkan #gameengine
Also working on improvements to GPU management. Aiming to allow certain compute tasks to be offloaded to secondary GPUs.
#gamedev #indiedev #vulkan
Also working on improvements to GPU management. Aiming to allow certain compute tasks to be offloaded to secondary GPUs.
#gamedev #indiedev #vulkan
- Improvements to GFX object destructor queues
- Properly tracking GPU resources/objects
- Cleanup of scenes on shutdown
The #Vulkan validation layer is complaining a lot less now!
#gamedev #indiedev
- Improvements to GFX object destructor queues
- Properly tracking GPU resources/objects
- Cleanup of scenes on shutdown
The #Vulkan validation layer is complaining a lot less now!
#gamedev #indiedev
#gamedev #indiedev #vulkan #gameengine
#gamedev #indiedev #vulkan #gameengine
Next up will be improvements to frame-staging, as it has now hit its limit.
#gameengine #gamedev #vulkan #indiedev
Next up will be improvements to frame-staging, as it has now hit its limit.
#gameengine #gamedev #vulkan #indiedev
youtu.be/foEuMwZdNHM
#gameengine #gamedev #indiedev #vulkan
youtu.be/foEuMwZdNHM
#gameengine #gamedev #indiedev #vulkan
#vulkan #gamedev #indiedev #gameengine
#vulkan #gamedev #indiedev #gameengine
Also the beginning of a useful render metrics GUI!
#vulkan #imgui #gamedev #indiedev #gameengine
Also the beginning of a useful render metrics GUI!
#vulkan #imgui #gamedev #indiedev #gameengine
#ImGui #gameengine #Vulkan #gamedev #indiedev
#ImGui #gameengine #Vulkan #gamedev #indiedev
www.youtube.com/watch?v=MuMM...
#gamedev #gameengine #vulkan #indiedev
www.youtube.com/watch?v=MuMM...
#gamedev #gameengine #vulkan #indiedev
#gamedev #indiedev
#gamedev #indiedev
Added a few performance improvements too, but still a long way to go!
#gameengine #indiedev #gamedev
Added a few performance improvements too, but still a long way to go!
#gameengine #indiedev #gamedev
I've made a lot of progress on it already, but still a lot to be done!
#gameengine #interop #dotnet #cpp
I've made a lot of progress on it already, but still a lot to be done!
#gameengine #interop #dotnet #cpp
#Vulkan #gameengine #gamedev #indiedev
#Vulkan #gameengine #gamedev #indiedev
#Vulkan #GameEngine #indiedev #gamedev
#Vulkan #GameEngine #indiedev #gamedev
For the video, I'm using planet.gltf from the vulkan samples library.
#vulkan #gamedev #gameengine #indiedev
For the video, I'm using planet.gltf from the vulkan samples library.
#vulkan #gamedev #gameengine #indiedev
But, I recommend using VMA if you want to skip memory management: gpuopen.com/vulkan-memor...
#gamedev
But, I recommend using VMA if you want to skip memory management: gpuopen.com/vulkan-memor...
#gamedev
It provides a detailed breakdown of the GPU state for any captured frame.
#gamedev #gameengine #vulkan
It provides a detailed breakdown of the GPU state for any captured frame.
#gamedev #gameengine #vulkan
It's now possible to set shader parameters by name instead of using the raw descriptor set/write API.
#vulkan #gameengine #rendering #gamedev
It's now possible to set shader parameters by name instead of using the raw descriptor set/write API.
#vulkan #gameengine #rendering #gamedev
Will hopefully have something nice to show soon!
#vulkan #gameengine #gamedev
Will hopefully have something nice to show soon!
#vulkan #gameengine #gamedev