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Hello world! Continuing our journey with vulkan I feel I'm now ready to build a dedicated “camera” class, and then figure out how to send user inputs to that camera: after all, all we really need here are the mouse events from the SDL window, right ? So, can't be that terrible to implement 🤣 Let's get started!

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2023/02/21 17:03 · 0 Comments

Hey hey! Tonight I feel like trying a very quick script generation: the goal will be to have an NVP command that I can use simply to renormalize the sound stream in a given input video file. This could be very handy to post-process my devlog recordings for instance.

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OKay, so in this session, I want to turn my previous simple triangle display into a 3D cube. To achieve that I would like to start using an index buffer, and also introduce the minimal support required to handle an ortho projection, so that I could play a simple cube animation and see it rotating. This all sounds pretty easy said like this, but I'm sure I will find some trouble on my path, as usual 😆. So let's get started.

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2023/01/03 22:08 · 0 Comments

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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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 · 0 Comments

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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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 · 0 Comments

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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 2023-01: 1 entry 2023-02: 2 entries 2023-03: 2 entries 2023-07: 9 entries 2023-08: 4 entries 2023-09: 3 entries 2023-10: 1 entry 2024-01: 2 entries 2024-03: 3 entries

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