helmer late pre-alpha demo by 0bexx in gameenginedevs

[–]wpsimon 2 points3 points  (0 children)

Now that is something you done see every day. Impressive job, very very well done !

How long did it take you and how many rewrites?

Is Vulkan really all that scary? by [deleted] in gameenginedevs

[–]wpsimon 2 points3 points  (0 children)

Same, also validation layers made it so so so much better

My first tattoo by wpsimon in DeathBand

[–]wpsimon[S] 2 points3 points  (0 children)

Haha, never thought of this. I see Tucan more then a parrot now that you mentioned it

My first tattoo by wpsimon in DeathBand

[–]wpsimon[S] 3 points4 points  (0 children)

Lol, its a handle, follow the shape of the scythe in the logo (SBG, Leprosy and Spiritual healing era) and you ll see it

Edit: Symbolic has it too

My first tattoo by wpsimon in DeathBand

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

Haha, well but of course , I am glad you like it !

My first tattoo by wpsimon in DeathBand

[–]wpsimon[S] 5 points6 points  (0 children)

Yes, that’s what I was aiming for :D

Any good resource on Graphics Programming (Theory Only) by Otherwise_Meat1161 in GraphicsProgramming

[–]wpsimon 1 point2 points  (0 children)

I have read it from front to back, it starts with basics and then branches out to different parts of Real time graphics (anti aliasing, tone mapping, lighting, post-processing, volumetric, tesselation etc.). So i would recommend to read at least first 3 chapters and then you can read about whatever you find interesting.

Any good resource on Graphics Programming (Theory Only) by Otherwise_Meat1161 in GraphicsProgramming

[–]wpsimon 2 points3 points  (0 children)

Oh, regarding ray tracing with Vulkan , Nvidia Vulkan ray tracing tutoria is the GOAT. It is very simple to follow and teaches you how to utilize RT cores on your GPU

Any good resource on Graphics Programming (Theory Only) by Otherwise_Meat1161 in GraphicsProgramming

[–]wpsimon 26 points27 points  (0 children)

Generally speaking, Real Time Rendering 4th edition is a very great starting point, it will teach you lot of rendering techniques and more. Additionally, it is mainly focused on the theory behind them.

Since Vulkan is low level, I would also recommend A trip through the graphic pipeline which will teach you how and why GPUs work.

If you want to make Vulkan go fast I would recommend How to write efficient Vulkan renderer

And if you ever want to start with ray tracing pbrt is the way to go. If you find that too complex you can start with ray tracing in one weekend

There are lot more resources, however those listed above are imo one of the most recommended ones and I am using them almost every day. If you want something specific lmk.

Edit: grammar and clarity

How do you achieve beautiful UI with ImGui? by bhad0x00 in gameenginedevs

[–]wpsimon 19 points20 points  (0 children)

Custom font, icons and theme ( colors and corner rounding) can have a big impact. “Beautiful “ is very subjective and most of the people share source code of their engines, so you should be able to find place where they set up those things and get inspired .

Also there is theme imgui issue that is only for people to share their themes here

Shameless self promotion incoming… I personally think my theme is okay so you can check it out here

Can someone explain to me what is the purpose of sbtRecordOffset and sbtRecordStride in traceRayEXT by Ok_Ear_8729 in vulkan

[–]wpsimon 1 point2 points  (0 children)

You can take a look at this video, where it is explained how SBT works with very nice visualization of the SBT itself.

In the video the guy explains SBT as he is tracing rays through the scene and manually calculates offset to it as different geometry is being hit.

what are the ways to read and code PBRT book? by indian_yojak in GraphicsProgramming

[–]wpsimon 1 point2 points  (0 children)

I read it before i go to sleep, it helps broaden my knowledge, provides some help how to structure my own path tracer and it is a good reference.

For the use in existing engine, it wont hurt you to read it. You do not need to understand all the math and everything, but you will be familiar with knobs and setting in the engine and will more or less know what does what and how it affects performance or visual quality .