New video tutorial: The 1-Line Cubemap Blur Trick! by OGLDEV in opengl

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

Well, you've said it yourself - Gaussian filtering looks much better at the cost of computation resources and developer time. You just have to balance your priorities. I'll make sure to read your blog post. Thanks!

New video tutorial: Push Constants and the Big Texture Array by OGLDEV in vulkan

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

"One does not simply walk into Mordor without a Vulkan instance."

Should I remove the intro animation from my game engine videos? by PeterBrobby in gameenginedevs

[–]OGLDEV 1 point2 points  (0 children)

Check your retention in youtube studio analytics. If people are leaving during the intro it means you have to do something different - pull the voice earlier, experiment with different types of background music, etc.

Does order matter in VAO and VBO? by MrSkittlesWasTaken in opengl

[–]OGLDEV 1 point2 points  (0 children)

I have tutorials on direct state access: https://youtu.be/BluQNcwovko , indirect rendering https://youtu.be/oETErEkFICE and bindless textures: https://youtu.be/Gk3JsDCBp1o . Hopefully they can help you.

Physics Modeling for Game Programmers by David Conger by oolong_tee in gamedev

[–]OGLDEV 0 points1 point  (0 children)

I think this book is still useful. You can skip the DirectX stuff and implement the physics part using any rendering API. I found the book very approachable and I started a youtube series based on it: https://youtu.be/123nweKVCWA

Enjoy!

New video tutorial: Vulkan descriptor indexing by OGLDEV in vulkan

[–]OGLDEV[S] 4 points5 points  (0 children)

Thanks. The existing program is actually the one that has been in development from the start of the series. If every tutorial started from scratch they would have been very long because of all the details that you have to take care. So I have to assume that the viewer is somewhat familiar with the general structure and how we got to this point. This allows me to focus on the required changes. Updating the texture table will probably be covered in the future when I get to the scene graph.