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hero_dev_vod
Приєднався 7 тра 2023
Making an Editor | Game W/O Engine Day 189 | C | Vulkan | Linux & Windows
Broadcasted live on Twitch -- Watch live at www.twitch.tv/hero_dev
Переглядів: 4
Відео
Vulkan Temp Lifetime Resources Part 3 | Game W/O Engine Day 188 | C | Vulkan | Linux & Windows
Переглядів 11412 годин тому
Broadcasted live on Twitch Watch live at www.twitch.tv/hero_dev
Vulkan Temp Lifetime Resources Part 2 | Game W/O Engine Day 187 | C | Vulkan | Linux & Windows
Переглядів 8116 годин тому
Broadcasted live on Twitch Watch live at www.twitch.tv/hero_dev
Vulkan Temp Lifetime Resources | Game W/O Engine Day 186 | C | Vulkan | Linux & Windows
Переглядів 214День тому
Broadcasted live on Twitch Watch live at www.twitch.tv/hero_dev
OKLCH Color Picker Part 3 | Game W/O Engine Day 185 | C | Vulkan | Linux & Windows
Переглядів 11814 днів тому
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OKLCH Color Picker | Game W/O Engine Day 183 | C | Vulkan | Linux & Windows
Переглядів 10614 днів тому
Broadcasted live on Twitch Watch live at www.twitch.tv/hero_dev
OKLCH Color Picker Part 2 | Game W/O Engine Day 184 | C | Vulkan | Linux & Windows
Переглядів 4214 днів тому
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Editor Gizmos Part 5 | Game W/O Engine Day 182 | C | Vulkan | Linux & Windows
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Editor Gizmos Part 5 | Game W/O Engine Day 181 | C | Vulkan | Linux & Windows
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Editor Gizmos Part 3 | Game W/O Engine Day 180 | C | Vulkan | Linux & Windows
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Editor Gizmos Part 2 | Game W/O Engine Day 179 | C | Vulkan | Linux & Windows
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Editor Gizmos | Game W/O Engine Day 178 | C | Vulkan | Linux & Windows
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Asset System | Game W/O Engine Day 177 | C | Vulkan | Linux & Windows
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De/Encoder Generation Part 2 | Game W/O Engine Day 176 | C | Vulkan | Linux & Windows
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Broadcasted live on Twitch Watch live at www.twitch.tv/hero_dev
De/Encoder Validation Wrap Up Part 2 | Game W/O Engine Day 174 | C | Vulkan | Linux & Windows
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Broadcasted live on Twitch Watch live at www.twitch.tv/hero_dev
De/Encoder Validation Wrap Up | Game W/O Engine Day 173 | C | Vulkan | Linux & Windows
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De/Encoder Validation Wrap Up | Game W/O Engine Day 173 | C | Vulkan | Linux & Windows
De/Encoder Parser Wrap Up | Game W/O Engine Day 172 | C | Vulkan | Linux & Windows
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De/Encoder Parser Wrap Up | Game W/O Engine Day 172 | C | Vulkan | Linux & Windows
De/Encoder Planning Part 2 | Game W/O Engine Day 171 | C | Vulkan | Linux & Windows
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De/Encoder Planning Part 2 | Game W/O Engine Day 171 | C | Vulkan | Linux & Windows
De/Encoder Planning | Game W/O Engine Day 170 | C | Vulkan | Linux & Windows
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De/Encoder Planning | Game W/O Engine Day 170 | C | Vulkan | Linux & Windows
De/Encoder Intrinsic Types & More | Game W/O Engine Day 169 | C | Vulkan | Linux & Windows
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De/Encoder Intrinsic Types & More | Game W/O Engine Day 169 | C | Vulkan | Linux & Windows
De/Encoder Version System | Game W/O Engine Day 168 | C | Vulkan | Linux & Windows
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De/Encoder Version System | Game W/O Engine Day 168 | C | Vulkan | Linux & Windows
De/Encoder Validation System | Game W/O Engine Day 167 | C | Vulkan | Linux & Windows
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De/Encoder Validation System | Game W/O Engine Day 167 | C | Vulkan | Linux & Windows
De/Encoder Text Reader | Game W/O Engine Day 165 | C | Vulkan | Linux & Windows
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De/Encoder Text Reader | Game W/O Engine Day 165 | C | Vulkan | Linux & Windows
De/Encoder Text Writer | Game W/O Engine Day 164 | C | Vulkan | Linux & Windows
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De/Encoder Text Writer | Game W/O Engine Day 164 | C | Vulkan | Linux & Windows
De/Encoder Parser Part 2 | Game W/O Engine Day 163 | C | Vulkan | Linux & Windows
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De/Encoder Parser Part 2 | Game W/O Engine Day 163 | C | Vulkan | Linux & Windows
De/Encoder Parser | Game W/O Engine Day 162 | C | Vulkan | Linux & Windows
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De/Encoder Parser | Game W/O Engine Day 162 | C | Vulkan | Linux & Windows
De/Encoder System Plan | Game W/O Engine Day 161 | C | Vulkan | Linux & Windows
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De/Encoder System Plan | Game W/O Engine Day 161 | C | Vulkan | Linux & Windows
Entity System Recap | Game W/O Engine Day 160 | C | Vulkan | Linux & Windows
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Entity System Recap | Game W/O Engine Day 160 | C | Vulkan | Linux & Windows
Entity 3D Grid LUT | Game W/O Engine Day 159 | C | Vulkan | Linux & Windows
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Entity 3D Grid LUT | Game W/O Engine Day 159 | C | Vulkan | Linux & Windows
Entity Rendering & more part 2 | Game W/O Engine Day 158 | C | Vulkan | Linux & Windows
Переглядів 412 місяці тому
Entity Rendering & more part 2 | Game W/O Engine Day 158 | C | Vulkan | Linux & Windows
hx is good. Hopefully there will be more themes in the future. Nightfox is my favourite theme, nord-night, poimandres, (I made a custom solarized/ariake), are all quite good. Ayu and Rose Pine are decent as well imo.
one improvement to the mega entity SOA is to implement a kind of virtual memory system where the arrays are split up into pages that are allocated from a free list. so each array is now instead an array of pointers to "pages". Null pages allow you to simply skip that entire range.
Ok, my YT algo got mere somehow, so I'll just leave some thoughts. I see that you're coding in C, but I don't have any ideia what is this project and you seem to be on 147th day, so what I'm trying to say is if you give more info on your description it would be awesome to understand. An general description about this project for the videos in are working on it would suffice.
currently I haven't spoken too much about what the game is that we are making. I wanted to do a phase of rendering R&D before i got into that but we have literally just finished the R&D. i have dev log 17 coming out tomorrow going over the Game Tech Plan for the next 8 months and at the beginning i speak a little about what type of game we are going to be making at least. I appreciate the feedback, i'll think about how i can help onboard people to the project www.youtube.com/@hero_dev is where the dev logs are
You're awesome man. Not many of us raw C devs out here these days. You're doing God's work, keep that shit up 🙌🙌
What is BVH
nice stream bro
cool stuff, the explanatory parts were informative
lucky day, i find a incredible guy
Quality locked to 360p?
when the video has just been uploaded it does take youtube to process it properly for the HD version to show up. in the meantime while you wait for this there is the twitch VOD
vulkan ☠☠
At 1:31:30 you made a mistake by setting laneID to GPU_WAVE_THREADS_COUNT
Was just skimming through; out of curiosity, where can I look into this templating with void* and typesafe wrappers trick?
sure thing! i did 3 different collection types. there is the CoreStack (growable array): ua-cam.com/video/6UEW7RexkKI/v-deo.html CoreHashTable: ua-cam.com/video/SQdhug1F1FQ/v-deo.html CoreObjectPool: ua-cam.com/video/auoqZNWr6gU/v-deo.html i think CoreStack take's use of typeof (which is C23 or an extension in previous versions) to pass in the correct alignment of T. but you can do it without typeof if you force alignment to a fixed value (say, 16). i use typeof to get the alignof(T) since alignof(expr) doesn't work i have to do alignof(typeof(T)). the annoying thing is sizeof(expr) works just fine CoreHashTable and CoreObjectPool generate typesafe functions with macros
Pretty cool although I haven't touched anything like this for years at this point. Will Vulkan be as revolutionary as OpenGL 3.0 was when we lost immediate mode do you think?
It surpassed OpenGL from launch. Just as much cross-platform compatibility, vastly superior performance, much better API design practices, better logging and error handling capability. The only thing OpenGL has over Vulkan is simplicity
i agree with what @kplays_6000 says but i would also like to add that vulkan allows you to do so many new great tricks and really be aware of the low level. the only problem is that vulkan itself works across tons of GPUs that it is actually still high level and can be very confusing to learn why there abstractions exist and what they map to in hardware. I recommend watching this playlist to learn how desktop and mobile GPU's work. ua-cam.com/play/PLKjl7IFAwc4QUTejaX2vpIwXstbgf8Ik7.html OpenGL is more beginner friendly and is probably still a good choice for an indie who want to learn the higher level graphics techniques first before stepping into vulkan.
WOW!
8:53 - this is real GPU development right there!
cool!
I've been looking for xinput2 docs for quite some time, but never found something worthwhile. Can you do a seperate video on hid device event parsing? like(drawing tablet and pen, that has pressure & tilt information)?
good stuff as always man!
C programmer 👊😝
You can automate a lot of rendering tests by having it build the frame at compile time with constexpr and comparing your runtime frame with it.
I am 1-2 hour into the video and have learned so much. These days its very rare that you find video so informative in c with helpful quick sharp explanation. Looking forward to learn Vulkan. Thanks.