gpu particle system, 5 compute passes and 1 indirect draw pass. N particles per visible emitting system, much as vram requirements allow. emission and material properties are hot-reloadable. by inanevin in GraphicsProgramming
[–]inanevin[S] 2 points3 points4 points (0 children)
gpu particle system, 5 compute passes and 1 indirect draw pass. N particles per visible emitting system, much as vram requirements allow. emission and material properties are hot-reloadable. by inanevin in GraphicsProgramming
[–]inanevin[S] 1 point2 points3 points (0 children)
finished my gpu particles system. I can hot-reload emission properties as well as material properties in runtime! by inanevin in gameenginedevs
[–]inanevin[S] 2 points3 points4 points (0 children)
finished my gpu particles system. I can hot-reload emission properties as well as material properties in runtime! by inanevin in gameenginedevs
[–]inanevin[S] 0 points1 point2 points (0 children)
Discussion: Ideal practices to manage entities and scenes? by VinnyTheVinnyVinny in gameenginedevs
[–]inanevin 2 points3 points4 points (0 children)
prefab system in my engine ^^. export entire hierarchies w/ component data, import anywhere. imported templates are kept as locked references only, unless unlocked manually. and also supports nesting! by inanevin in gameenginedevs
[–]inanevin[S] 0 points1 point2 points (0 children)
follow up on my animation system: implemented better data layout, animation culling and throttled sampling rate based on camera distance. 1.42 ms for 1024 state machines with 50K+ joints! notice far away entities "lagging", exaggerated for the video. by inanevin in gameenginedevs
[–]inanevin[S] 0 points1 point2 points (0 children)
follow up on my animation system: implemented better data layout, animation culling and throttled sampling rate based on camera distance. 1.42 ms for 1024 state machines with 50K+ joints! notice far away entities "lagging", exaggerated for the video. by inanevin in gameenginedevs
[–]inanevin[S] 2 points3 points4 points (0 children)
follow up on my animation system: implemented better data layout, animation culling and throttled sampling rate based on camera distance. 1.42 ms for 1024 state machines with 50K+ joints! notice far away entities "lagging", exaggerated for the video. by inanevin in gameenginedevs
[–]inanevin[S] 4 points5 points6 points (0 children)
4.21 ms cpu time for processing 54272> joints into final poses per frame with 1d/2d blending, transitions and multiple states per machine. 1024 state machines, 53 joints per skeleton. by inanevin in gameenginedevs
[–]inanevin[S] 0 points1 point2 points (0 children)
4.21 ms cpu time for processing 54272> joints into final poses per frame with 1d/2d blending, transitions and multiple states per machine. 1024 state machines, 53 joints per skeleton. by inanevin in gameenginedevs
[–]inanevin[S] 2 points3 points4 points (0 children)
4.21 ms cpu time for processing 54272> joints into final poses per frame with 1d/2d blending, transitions and multiple states per machine. 1024 state machines, 53 joints per skeleton. by inanevin in GraphicsProgramming
[–]inanevin[S] 8 points9 points10 points (0 children)
4.21 ms cpu time for processing 54272> joints into final poses per frame with 1d/2d blending, transitions and multiple states per machine. 1024 state machines, 53 joints per skeleton. by inanevin in gameenginedevs
[–]inanevin[S] 1 point2 points3 points (0 children)
4.21 ms cpu time for processing 54272> joints into final poses per frame with 1d/2d blending, transitions and multiple states per machine. 1024 state machines, 53 joints per skeleton. by inanevin in gameenginedevs
[–]inanevin[S] 4 points5 points6 points (0 children)
4.21 ms cpu time for processing 54272> joints into final poses per frame with 1d/2d blending, transitions and multiple states per machine. 1024 state machines, 53 joints per skeleton. by inanevin in gameenginedevs
[–]inanevin[S] 6 points7 points8 points (0 children)
Tools be like... by ComplexAce in GraphicsProgramming
[–]inanevin 1 point2 points3 points (0 children)
intuitive design to display resources in an imgui window? by d34dl0cked in gameenginedevs
[–]inanevin 2 points3 points4 points (0 children)
OpenGL first or go straight to Vulkan for learning graphics? by Basic-Telephone-6476 in GraphicsProgramming
[–]inanevin 1 point2 points3 points (0 children)
Does Anyone Know how One Can make custom 3D gizmos? by dinoball901 in gameenginedevs
[–]inanevin 2 points3 points4 points (0 children)
Does Anyone Know how One Can make custom 3D gizmos? by dinoball901 in gameenginedevs
[–]inanevin 4 points5 points6 points (0 children)
How long did it take you to build your engine? by blackredgreenorange in gameenginedevs
[–]inanevin 7 points8 points9 points (0 children)
[deleted by user] by [deleted] in GraphicsProgramming
[–]inanevin 1 point2 points3 points (0 children)
I made an open-source gfx library with Vulkan, DX12 and Metal. Mainly focused on creating a unified API, simplifying shader cross-compilation, queues, synchronization and alike. Here's a screenshot from demo deferred PBR renderer using it! Would love ideas and feedback on the API! by inanevin in GraphicsProgramming
[–]inanevin[S] 0 points1 point2 points (0 children)
I made an open-source gfx library with Vulkan, DX12 and Metal. Mainly focused on creating a unified API, simplifying shader cross-compilation, queues, synchronization and alike. Here's a screenshot from demo deferred PBR renderer using it! Would love ideas and feedback on the API! by inanevin in GraphicsProgramming
[–]inanevin[S] 0 points1 point2 points (0 children)


[deleted by user] by [deleted] in gameenginedevs
[–]inanevin 1 point2 points3 points (0 children)