hero_dev
hero_dev
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DOD Entity System Plan | Devlog 18
cuz we gunna 'ave 73K 'ntities mayt
Source Code Access: discord.gg/dHrFdYSGjU
Twitch: www.twitch.tv/hero_dev
Twitter: _herose_
VOD channel: @hero_dev_vod
Ko-Fi: ko-fi.com/hero_dev
00:00 - Intro
00:14 - Mega Entity vs Archetype
08:19 - AoS vs SoA
10:27 - Mega SoA vs Archetype SoA
16:08 - Entity Regions
20:30 - Problems with SoA Archetypes
23:05 - Code Generator
23:56 - Archetype Pool Data Layout
25:53 - Entity Random Access
28:25 - Most Important Info
Переглядів: 90

Відео

Game Tech Plan | Devlog 17
Переглядів 126Місяць тому
Destiny Multithreading: ua-cam.com/video/v2Q_zHG3vqg/v-deo.html Source Code Access: discord.gg/dHrFdYSGjU Twitch: www.twitch.tv/hero_dev Twitter: _herose_ VOD channel: @hero_dev_vod Ko-Fi: ko-fi.com/hero_dev 00:00 - Game Idea 01:44 - Goal for Game Tech Plan 03:27 - How I made the Game Tech Plan 04:40 - Entities 05:37 - Threading & Job System 08:26 - De/Encoding System 08:44 - Asset ...
BVH Instances (Top Level BVH) | Devlog 16
Переглядів 29Місяць тому
Paper: research.nvidia.com/sites/default/files/publications/ylitie2017hpg-paper.pdfPaper Source Code Access: discord.gg/dHrFdYSGjU Twitch: www.twitch.tv/hero_dev Twitter: _herose_ VOD channel: @hero_dev_vod Ko-Fi: ko-fi.com/hero_dev 00:00 - Intro 00:41 - Top Level BVH 01:58 - More Instances 02:50 - BVH Reference Data Types 05:08 - BVH Instance Data Type 06:01 - BVH Node Data Type 09...
GPU BVH Construction | Devlog 15
Переглядів 1242 місяці тому
Nvidia Blog: developer.nvidia.com/blog/thinking-parallel-part-iii-tree-construction-gpu/ Paper: developer.nvidia.com/blog/parallelforall/wp-content/uploads/2012/11/karras2012hpg_paper.pdf Paper Implementation: github.com/ToruNiina/lbvh Source Code Access: discord.gg/dHrFdYSGjU Twitch: www.twitch.tv/hero_dev Twitter: _herose_ VOD channel: @hero_dev_vod Ko-Fi: ko-fi.com/hero_dev 00:00...
New Renderer | Devlog 14
Переглядів 1912 місяці тому
Alex Evans (NVIDIA), Optimising for Artist Happiness: ua-cam.com/video/eGfX1iWzkh0/v-deo.html Source Code Access: discord.gg/dHrFdYSGjU Twitch: www.twitch.tv/hero_dev Twitter: _herose_ VOD channel: @hero_dev_vod Ko-Fi: ko-fi.com/hero_dev
PBR Materials | Devlog 13
Переглядів 1143 місяці тому
Physics And Math of Shading: ua-cam.com/video/j-A0mwsJRmk/v-deo.html PBR Tutorial: ua-cam.com/video/RRE-F57fbXw/v-deo.html Image Based Lighting: bruop.github.io/ibl/ PBR/IBL learnopengl: learnopengl.com/PBR/Theory Source Code Access: discord.gg/dHrFdYSGjU Twitch: www.twitch.tv/hero_dev Twitter: _herose_ VOD channel: @hero_dev_vod Ko-Fi: ko-fi.com/hero_dev 00:00 - Demo of PBR 04:14 -...
Font Rendering Part 2 | Devlog 12 | Day 119
Переглядів 6964 місяці тому
Source Code Access: discord.gg/dHrFdYSGjU Twitch: www.twitch.tv/hero_dev Twitter: _herose_ VOD channel: @hero_dev_vod Ko-Fi: ko-fi.com/hero_dev 00:00 - Plan 00:42 - glyph cache rasterization 07:23 - glyph cache upload 16:30 - glyph rendering 26:20 - MOST IMPORTANT INFO
UI Theme + Font Rendering | Devlog 11 | Day 118
Переглядів 1254 місяці тому
Source Code Access: discord.gg/dHrFdYSGjU Twitch: www.twitch.tv/hero_dev Twitter: _herose_ VOD channel: @hero_dev_vod Ko-Fi: ko-fi.com/hero_dev 00:00 - plan 00:32 - improving theme 02:00 - stb_truetype.h 04:32 - glyph cache packing plan 11:13 - MOST IMPORTANT INFO
in-game screenshots | Devlog 10 | Day 117
Переглядів 1454 місяці тому
Source Code Access: discord.gg/dHrFdYSGjU Twitch: www.twitch.tv/hero_dev Twitter: _herose_ VOD channel: @hero_dev_vod Ko-Fi: ko-fi.com/hero_dev 00:00 - plan 01:05 - screenshot textures 01:54 - texture copy ( vulkan) 05:45 - flip any texture 06:36 - readback & save to disk 09:09 - alt-screenshot texture 09:52 - persistent screenshots (between runs) 12:00 - default open tabs for textu...
Texture Viewer Is Complete! | Devlog 9 | Day 116
Переглядів 824 місяці тому
Source Code Access: discord.gg/dHrFdYSGjU Twitch: www.twitch.tv/hero_dev Twitter: _herose_ VOD channel: @hero_dev_vod Ko-Fi: ko-fi.com/hero_dev 0:00 - fixing zoom controls 2:00 - fixing upside down textures 6:45 - array layers 11:12 - integer view mode 12:48 - SRGB/Linear view mode 15:10 - Black/White View Range 20:30 - Hide R/G/B/A Channels 23:42 - UI Tabbed View 33:52 - MOST IMPOR...
Texture Viewer Part 4 | Devlog 8 | Day 115
Переглядів 904 місяці тому
Source Code Access: discord.gg/dHrFdYSGjU Twitch: www.twitch.tv/hero_dev Twitter: _herose_ VOD channel: @hero_dev_vod Ko-Fi: ko-fi.com/hero_dev
Texture Viewer Part 3 | Devlog 7 | Day 114
Переглядів 1124 місяці тому
Source Code Access: discord.gg/dHrFdYSGjU Twitch: www.twitch.tv/hero_dev Twitter: _herose_ VOD channel: @hero_dev_vod Ko-Fi: ko-fi.com/hero_dev
UI Combo Box & Popovers | Devlog 6 | Day 113
Переглядів 1234 місяці тому
Source Code Access: discord.gg/dHrFdYSGjU Twitch: www.twitch.tv/hero_dev Twitter: _herose_ VOD channel: @hero_dev_vod Ko-Fi: ko-fi.com/hero_dev
UI Draw Layers | Devlog 5 | Day 112
Переглядів 1834 місяці тому
Source Code Access: discord.gg/dHrFdYSGjU Twitch: www.twitch.tv/hero_dev Twitter: _herose_ VOD channel: @hero_dev_vod Ko-Fi: ko-fi.com/hero_dev
Texture Viewer Part 2 | Devlog 4 | Day 111
Переглядів 954 місяці тому
Source Code Access: discord.gg/dHrFdYSGjU Twitch: www.twitch.tv/hero_dev Twitter: _herose_ VOD channel: @hero_dev_vod Ko-Fi: ko-fi.com/hero_dev
Texture Viewer | Devlog 3 | Day 110
Переглядів 1864 місяці тому
Texture Viewer | Devlog 3 | Day 110
GPU API? Completed It Mate | Devlog 2
Переглядів 555Рік тому
GPU API? Completed It Mate | Devlog 2
Project Structure | Devlog 1
Переглядів 705Рік тому
Project Structure | Devlog 1
Game W/O Engine | Devlog 0
Переглядів 2 тис.Рік тому
Game W/O Engine | Devlog 0
C Compiler for SPIR-V/GPU Release
Переглядів 557Рік тому
C Compiler for SPIR-V/GPU Release
C Compiler for GPU | SPIR-V, OpenGL & Vulkan | WIP
Переглядів 1,5 тис.2 роки тому
C Compiler for GPU | SPIR-V, OpenGL & Vulkan | WIP

КОМЕНТАРІ

  • @JustixLoL
    @JustixLoL 3 місяці тому

    so it's Circxels ray tracing) thanks for the video. Can you have circle with different color (materials) inside one lod (cluster?), in that case will you blend their colours on lower detial lods (sort of Circles mip maping) ?

  • @mrgamer-lu1im
    @mrgamer-lu1im 3 місяці тому

    Keep it up man you got a new sub

  • @sjoerdev
    @sjoerdev 4 місяці тому

    its called an abstraction layer. vulkan is the gpu api.

    • @thegeeko1
      @thegeeko1 4 місяці тому

      thanks for sharing this insightful comment .. I thought he is writing an alternetive for vulkan .. I was so confused.

  • @Fernando-du5uj
    @Fernando-du5uj Рік тому

    Thats awesome!

  • @its_code
    @its_code Рік тому

    ❤❤❤❤

  • @DarkerCry
    @DarkerCry Рік тому

    Should try using Odin. I really appreciate the simplicity of it.

  • @leonardolopes2139
    @leonardolopes2139 Рік тому

    Love your content Henry, see ya on stream (im tallinies)!

  • @RetroGaming2.0
    @RetroGaming2.0 Рік тому

    I subscribed forever to your channel you are welcome 😉 👍 and nice this sharing my new friend 😉👍 #33 LIKE

  • @baguettedad
    @baguettedad Рік тому

    UA-cam algorithm really got good with this recommendation I'm looking forward to this channel

  • @10e999
    @10e999 Рік тому

    Interesting ! Looking forward to watching this series.

  • @PuntiS
    @PuntiS Рік тому

    Congratz on the initial release! I see you have removed all past videos from the channel. Do you plan on re-uploading them somewhere else or are they just gone? :( Cheers!

    • @hero_dev
      @hero_dev Рік тому

      Thank you sir! yeah i wanted to remove them, focus on newer things instead. going to get HCC 0.1 out, then I want to do some graphics/art style R&D using HCC that i can use for a future game project. i want to start doing more youtube but i don't have the time to do any serious editing especially now that i have a child due in 2.5 months. I currently stream regularly on twitch and find that experience quite good. when i start my R&D i wanna make a new channel so that all future long form recordings of the streams can go there. I also want to use this channel to post more regular updates and talk over design decisions publicly in a more concise way. In the past i have abandoned quite a few projects after the prototyping phase, HCC has been the first project i have been happy enough to carry through to a reasonable level of completion. The next thing i work on, i want document the process more on here in hope that'll be helpful to others.

    • @PuntiS
      @PuntiS Рік тому

      ​@@hero_dev Woah! First of all, big congratulations on not only the project, but specially on your coming fatherhood! I understand the prototyping hellscape all too well. What spawned my question was that I was recommended your content by my brother, but had it sitting on my backlog for a while due to little available time off work, unfortunately. Regardless, HCC sounds like a very interesting project. Design decision talks and discussions are one of my favorite contents to consume, so I'll be sure to keep tabs on the process via streaming or future videos. Thanks for the reply and all the best with the project!

  • @cocainediesel
    @cocainediesel Рік тому

    aha cheers!

  • @pushqrdx
    @pushqrdx Рік тому

    awesome i have been following this on twitch for quite a while.

  • @glorioussir9673
    @glorioussir9673 Рік тому

    Congratulations on the initial release! Gonna be following the future development closely :)

  • @ahsanullah6326
    @ahsanullah6326 2 роки тому

    nice idea keep it up