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In my last post I covered restoring the LLVM JIT compiler support in the NervLand project. That part seems to be working not too bad for now, but I realized that if I want to be able to dynamically inject new functions in the lua state then I need a more user friendly way to do it still using the Luna infrastructure, but with a mechanism a bit similar to what is done in the SOL library. So this will be the main topic that we will cover here. Let's get started [Spoiler alert: this is going to be a little tricky :-)]

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2022/12/03 08:17

So in our previous post we were playing a bit with push constants, and came to the conclusion that using luajit over C++ to define dynamic behavior only introduced an about 5% performance penalty. Still, now I really feel like diving back into the LLVM JIT compiler implementation to check what has changed there since the last time I tried that 😁. And who knows, maybe I can easily reclaim that 5% hit in the end ? 😏

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2022/11/26 08:07

Continuing our journey in vulkan, this time our target will be to introduce support for push constants in our command buffers. That sounds simple at first, but when I starting thinking about it, I realize it might not be that simple in fact. Let's check why…

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2022/11/16 16:06

In our previous post, we implemented the support to use VertexBuffer objects to provide the vertex data we want to draw. This time we are going to do something completely different and focus instead on the support for resizing the main window of our application.

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2022/11/11 16:25

In the last post, we introduced suppport for the Vulkan Memory Allocator to take care of our memory allocations. With this in place, we can now try to extend a bit on our display system and try to vertex buffers to provided the data we want to draw instead of hardcoding the value in our shader. And in this process we can start the design a subsystem to create various simple shapes like a plane, a cube, a sphere, etc.

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2022/11/09 21:01

With my latest sessions on my VulkanApp lua experiment I'm finally starting to get back on rails with my vulkan 3D engine 👍, and in the last post, we ended with a nice first triangle display, yeepee!

In this session, we will introduce the support for the Vulkan Memory Allocator library in our project, as managing the device memory is going to be a serious pain otherwise.

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2022/11/04 21:14

Still restoring stuff that was already “sort of” working at some point (a long time ago) lol: so I continue with this VulkanApp I built in Lua with my binding system. And it seems there is still a lot to do on that path…

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Continuing here with the restoring process for my NervLand project: as mentioned at the end of my last post, I now need to retore my “NervBind” application to generate some lua bindings automagically: let's get started.

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Blog History

2017-09: 7 entries 2017-11: 1 entry 2018-12: 6 entries 2019-01: 5 entries 2019-02: 2 entries 2019-03: 9 entries 2020-12: 1 entry 2020-04: 5 entries 2020-06: 10 entries 2020-07: 5 entries 2020-08: 2 entries 2021-06: 5 entries 2022-02: 1 entry 2022-04: 6 entries 2022-05: 14 entries 2022-06: 5 entries 2022-07: 4 entries 2022-08: 1 entry 2022-09: 2 entries 2022-10: 1 entry 2022-11: 6 entries 2022-12: 1 entry

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