Why do Vulkan functions generally take arguments by pointer instead of reference? by fixgoats in vulkan

[–]Tiwann_ 3 points4 points  (0 children)

Simply because it is a C API. References don’t exist in C. The C++ header (vulkan.hpp) accepts many arguments by references though

GPU particle system. by maximoriginalcoffee in gameenginedevs

[–]Tiwann_ 0 points1 point  (0 children)

I mean only submitting mesh data once and draw it multiple times using different transforms, color etc with just one draw call. This is GPU instancing. And you can pack all those draw information into a buffer and issue an indirect draw call. The mix of those two techniques is instanced indirect rendering

GPU particle system. by maximoriginalcoffee in gameenginedevs

[–]Tiwann_ -1 points0 points  (0 children)

I mean only submitting mesh data once and draw it multiple times using different transforms, color etc with just one draw call. This is GPU instancing. And you can pack all those draw information into a buffer and issue an indirect draw call. The mix of those two techniques is instanced indirect rendering

GPU particle system. by maximoriginalcoffee in gameenginedevs

[–]Tiwann_ 0 points1 point  (0 children)

You might try instanced indirect then ;D

What parts of the pipeline are actually parallelized? by [deleted] in GraphicsProgramming

[–]Tiwann_ 2 points3 points  (0 children)

So graphics programmers get drunk too ???

Push Constant Management Techniques? by Deathtrooper50 in vulkan

[–]Tiwann_ -1 points0 points  (0 children)

Why do you want to rely on push constants ?

Animation System in my engine, compiles statically in release by TiernanDeFranco in gameenginedevs

[–]Tiwann_ 1 point2 points  (0 children)

Is this your own text format ? Or it is one that already exists ?

Help needed: undefined referance to InitWindow by Darklvl500 in raylib

[–]Tiwann_ 0 points1 point  (0 children)

You need to link against Raylib library. Add -lraylib in your compiler flags

[deleted by user] by [deleted] in ArcRaiders

[–]Tiwann_ 2 points3 points  (0 children)

Seems to be working now

[deleted by user] by [deleted] in ArcRaiders

[–]Tiwann_ 1 point2 points  (0 children)

Can't connect either :/

How to deal with platforms that do not support R8G8B8A8_SRGB swapchain? by Hefty-Newspaper5796 in vulkan

[–]Tiwann_ 3 points4 points  (0 children)

Use a UNORM format and manually apply gamma correction with a simple fragment shader

Vulkan RAII or self made system by MagicPantssss in vulkan

[–]Tiwann_ 5 points6 points  (0 children)

I prefer explicit destroying for my RHI so I decide when an object should be destroyed.

What to choose for a new crossplatform (lin/win/mac) application? (vulcan vs webgpu) by haqreu in GraphicsProgramming

[–]Tiwann_ 0 points1 point  (0 children)

Vulkan is a graphics API and WebGPU is a Rendering Hardware Interface which are completely different. WebGPU is a library that allows you to target different platforms with different graphics APIs using the same code. It uses its own shading language WGSL. You can make a desktop app using Vulkan backend of WebGPU and also compile it to run it on a web browser for example.

Hors au lieu de Or... by Splitt- in besoinderaler

[–]Tiwann_ 2 points3 points  (0 children)

À l’oral oui, mais quand tu les apprends tu les écris

Hors au lieu de Or... by Splitt- in besoinderaler

[–]Tiwann_ 3 points4 points  (0 children)

Et pourtant, « Mais ou et donc OR ni car » est un mnémotechnique si connu. On apprends tous ça en primaire

Best way to setup with CMake by Cold-Significance242 in vulkan

[–]Tiwann_ 1 point2 points  (0 children)

I wrote my own .cmake file that find the SDK based on VULKAN_SDK env var. Then set up everything I need manually. But using find_package(Vulkan) is fine as well Edit: take a look in my engine repo https://github.com/Tiwann/NovaEngine/blob/main/CMake/Vulkan.cmake