Some things I've done so far:
Simulation with client / server networking
Basic DX12 renderer
Asset pipeline
Character movement and animation
#ProcGen world creation
Basic UI
Basic Audio
Basic Health / Combat
#DX12 #directx12 #DXR #raytracing #screenshotsaturday #gamedev
#DX12 #directx12 #DXR #raytracing #screenshotsaturday #gamedev
even if you dont like rt it allows you to enable dlss which is a big W over this game taa implementation, it looks so clean wtf
This includes WebGPU code generation, and the dx12 preview feature cooperative vectors.
A gallery of a few Gigi techniques that you can run in your browser:
electronicarts.github.io/gigi/
Gigi:
github.com/electronicar...
This includes WebGPU code generation, and the dx12 preview feature cooperative vectors.
A gallery of a few Gigi techniques that you can run in your browser:
electronicarts.github.io/gigi/
Gigi:
github.com/electronicar...
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
I've decided that I'm going to write my own "Quick-Reference guide" for DX12 resources/buffers.
Should be done in a few days.
I've decided that I'm going to write my own "Quick-Reference guide" for DX12 resources/buffers.
Should be done in a few days.
Intel also says PresentMon's own CPU overhead is down 78%, but that shouldn't be confused with a 78% reduction in game CPU use.
Our breakdown:
gametechreport.com/intel-presen...
Intel also says PresentMon's own CPU overhead is down 78%, but that shouldn't be confused with a 78% reduction in game CPU use.
Our breakdown:
gametechreport.com/intel-presen...
ATM nvidia gpus lose 15%-20% DX12 perf cause nvidia is secretive about their teach making it hard for FoSS devs to build nvidia gpu/vulkan drivers
www.youtube.com/watch?v=YJhD...
ATM nvidia gpus lose 15%-20% DX12 perf cause nvidia is secretive about their teach making it hard for FoSS devs to build nvidia gpu/vulkan drivers
www.youtube.com/watch?v=YJhD...
I've been working on a ground-up rewrite of my hobby engine for a couple of months now. Finally getting somewhere. DX12 only for now, still working through Vulkan validation stuff.
I've been working on a ground-up rewrite of my hobby engine for a couple of months now. Finally getting somewhere. DX12 only for now, still working through Vulkan validation stuff.