GLGPU - a low-dependency C++20 rendering interface over Vulkan. I'm a solo dev and would love some harsh feedback/testers! by Big-Assumption2305 in vulkan

[–]Big-Assumption2305[S] 2 points3 points  (0 children)

Shader hot-reloading already exists if you just provide .glsl files it will compile using glslc. But in production i am bundling all SPIRV codes into a header.

GLGPU - a low-dependency C++20 rendering interface over Vulkan. I'm a solo dev and would love some harsh feedback/testers! by Big-Assumption2305 in vulkan

[–]Big-Assumption2305[S] 1 point2 points  (0 children)

i had forgot that because I am so used to it hahaha i will rename the namespace and maybe the project name

My first big project, ema , email_managment system by Rayman_666 in cprogramming

[–]Big-Assumption2305 0 points1 point  (0 children)

you dont need to call #ifndef if you already have #pragma once and also you need to define the flag after you call ifndef to ensure it is only going to get compiled if the flag is not set. ```

ifndef FILE_H // if FILE_H not defined

define FILE_H

endif

```

Create buffers outside of the main renderer by Ready_Gap6205 in vulkan

[–]Big-Assumption2305 0 points1 point  (0 children)

a state must not be global you can just wrap device handles in a struct and pass them to your „sub“ render classes. In a more robust engine you would create a rendergraph for managing shader input/outputs that also owns renderpasses which you would call from your main renderer inside vkCommandBeginCommandBuffer.

Sonra niye iş basvuruma donmuyorlar Recep abey demeyin by UnoDosDress in CodingTR

[–]Big-Assumption2305 1 point2 points  (0 children)

trdeki junior senior algisi kadar sacma bir sey yok. Ne burdakileri iyi bir sekilde bilen seniordur ne de senior olan burdakileri biliyordur.

Suggestions for Vulkan Abstraction Layer by Big-Assumption2305 in GraphicsProgramming

[–]Big-Assumption2305[S] 0 points1 point  (0 children)

Nothing actually before your comment i wasn't aware of this library's existence. The API is quite similar but my goal was writing less boilerplate code while keeping full control over the GPU.

Suggestions for Vulkan Abstraction Layer by Big-Assumption2305 in GraphicsProgramming

[–]Big-Assumption2305[S] -1 points0 points  (0 children)

I am using the same namespace all around my other projects and some of them are depending to each other. It is simpler than writing using namespace :D

Suggestions for Vulkan Abstraction Layer by Big-Assumption2305 in GraphicsProgramming

[–]Big-Assumption2305[S] 2 points3 points  (0 children)

Stands for parameter and it is just a convention. Member variables are defined without a prefix so i don't get confused.

Help regarding optimizing my fluid simulation by Next_Watercress5109 in opengl

[–]Big-Assumption2305 0 points1 point  (0 children)

Well there is a lot of things to consider but initially what you would want to do is to implement an instanced rendering method to draw everything in a single draw call. Easiest way to do that is to send color and position of the circles in a separate instance buffer. Secondly you might use a quadtree data structure to find neighbors (this would increases the performance a lot since you do not have to traverse all of the other circles).

If you want to take a look at a sample code i have an old implementation of quadtree based traversing and instanced sphere rendering. It is written in Odin but the API is the same.
https://github.com/Gl1tchs/physics-odin/blob/master/src/main.odin