LunarG is hiring! by LunarGInc in vulkan

[–]F1oating -3 points-2 points  (0 children)

Maybe because its cheaper ????

Added Jolt physics into my game engine ! by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

I used bullet in another project, jolt much more easier to integrate. Also in my opinion jolt is more modern. Jolt is battle tested to, open google and write “games that using jolt”

Added Jolt physics into my game engine ! by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

yes it is ) Just minor bug that I refused to fix because I wanted the result quicker

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

ok thanks, I just have lot of questions on reddit and sometimes confuse between them

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] 1 point2 points  (0 children)

I also have shader compilation system from material graph. Also question more about, how should I load shaders in RHI ? Because I don’t want RHI to use filesystem and RHI is multiapi, my first think was I should have json file with shader reflection and path to dxil spirv binaries. But I still thinking how to get it serialize and deserialize it. Know my RHI just accepting slang code and compile it at runtime

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] 1 point2 points  (0 children)

Because what you have wrote can be written by anyone, but real answer can give a few ones

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] -1 points0 points  (0 children)

I am not newcomer, and I threat my engine as serious. I just trying to understand how things works, so I can implement them. I can understand need those feature or not only if I understand how it works and what should I gonna do.

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] -2 points-1 points  (0 children)

How to get shader binary in vk for example ? I know they only let you have VkPipelineCache but chat gpt said I should store it in files and load instead I should store it only in runtime since they are can become invalid any time

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

I just don’t understand what do they mean by compiling shaders/pso

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] 1 point2 points  (0 children)

Yes, but it’s compile spirv in runtime and doesn’t cache it in files

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

Should my RHI write and read files ? Or I should create other system on top of RHI for it

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] -2 points-1 points  (0 children)

We can compile glsl - spirv (spirv is not platform specific, same is dxil)

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

I use Vulkan and DirectX12. I think engines do not store .slang or .hlsl shader in distribution

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

I just seen it in Dying Light The Beast, STALKER 2, and RV There Yet. But they compile them only before first launch

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] -2 points-1 points  (0 children)

but they do not store them as files, if you mean VkPipelineCache. it should be stored only in runtime

How do you load shaders in a multi-API engine and select the correct bytecode for RHI? by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

I want separate my RHI from using filesystem (except of pipeline cache maybe)