Kohi # 028: A Triangle! A Quad! (Vulkan Game Engine Series)

Поділитися
Вставка
  • Опубліковано 17 лис 2024

КОМЕНТАРІ • 29

  • @charfractal9441
    @charfractal9441 4 місяці тому +2

    YAHOOOOO! , FINALY GOT HERE, man i have been setting up my own debugging stratigies and it took long, but finally , here now , yay!!!

    • @TravisVroman
      @TravisVroman  4 місяці тому

      Nice! Congrats and keep going!

  • @Temple_Cloud
    @Temple_Cloud 2 місяці тому +1

    Finally made it too awesome sauce! Probably time to sit back and take a review! Thanks for the awesome series TV!

    • @TravisVroman
      @TravisVroman  2 місяці тому +1

      Awesome! It's a good milestone, for sure. I'm glad you're finding the series useful!

  • @MrKBoss
    @MrKBoss 3 роки тому +6

    A wild triangle appears!

  • @whoeverseesthatbehappy2722
    @whoeverseesthatbehappy2722 3 роки тому +5

    Episode 28. Finally some render 🥸🔥

    • @TravisVroman
      @TravisVroman  3 роки тому +3

      Yep. It's been a long road to this point. If we were solely focusing on a renderer, it would have probably taken about half the time, but since we are building an entire engine, it takes longer. Thank you for watching and sticking it out!

  • @joshuarowe8410
    @joshuarowe8410 7 місяців тому +2

    Got it! Triangle dopamine injection Complete.

  • @joelincz8314
    @joelincz8314 2 роки тому +3

    Nice to start the new year with some colors on the screen :) thanks!

  • @Jad042
    @Jad042 3 роки тому +2

    We've come a long way!

    • @TravisVroman
      @TravisVroman  3 роки тому +1

      We certainly have! But it's a drop in the bucket compared to where we have yet to go.

  • @abelrashid5184
    @abelrashid5184 Місяць тому +1

    FINALLY!

  • @groundzero612
    @groundzero612 3 роки тому +2

    been waitin for this since the previous series! well done Travis!

    • @TravisVroman
      @TravisVroman  3 роки тому

      Awesome, glad you're here, amd thank you. 😀

  • @GameBacardi
    @GameBacardi 3 роки тому +1

    yey! I don't know 1 per mille of this C++ coding, but I try to start from somewhere.

    • @arjix8738
      @arjix8738 3 роки тому +3

      this is mostly in c

    • @TravisVroman
      @TravisVroman  3 роки тому +3

      The great thing is there are lots of resources online about learning languages these days. I've started a series on C, and it's only very early on, but perhaps that would help.
      I use C here, but if you're interested in C++ instead of C, the Cherno has a great series on that.

  • @LolLol-ee1eq
    @LolLol-ee1eq 2 роки тому +1

    @Travis Vroman
    I know that I'm a little bit late but I'm following allong this serious for know and until this point I haven't run in to any issuse. My problem is when i set the VkViewport y value to the framebuffer height nothing is drawn at all but when I'm replacing that value with a 0 everything workes just fine. Does someone has any idea why this is?
    PS: Your videos are great

    • @TravisVroman
      @TravisVroman  2 роки тому

      I'm not sure without seeing the code. Does the code from the repo work? Perhaps compare yours against it to see if something is set wrong?

    • @007LvB
      @007LvB 2 роки тому

      This is likely due to triangle winding order. Try to go to where you create the pipeline and set VkPipelineRasterizationStateCreateInfo::cullMode to VK_CULL_MODE_NONE.

    • @InverseBasement
      @InverseBasement 2 роки тому +2

      if VK_CULL_MODE_NONE works it most likely means one of the following
      1. the triangles are drawn in reverse, so try reversing the indices per triangle for example 0, 1, 2 would become 2, 1, 0
      2. the other issue might be because of the x axis is reversed, normally x = 1 would point to the right and x = -1 would point to the left but in this case x = 1 would point to the left and x = -1 would point to the right. you could try to negate the x component of your position something like this vec3(-x, 0, 0)
      3. try setting FrontFace to VK_FRONT_FACE_CLOCKWISE
      if Offset.Y = -Height, shouldn't Extent.Height be 0? because right now the Height in Y axis would be considered twice as big?

  • @barellevy6030
    @barellevy6030 3 роки тому +2

    Amazing video as always!
    I was wondering because I am using your engine design as a reference to a project I am working on, how viable it would be to make the Kohi engine to create application that run on the web?

    • @TravisVroman
      @TravisVroman  3 роки тому

      Thank you! :D
      As a _reference_ it would do okay, but there are lots of specifics that would need to be different specifically for the web (mainly around files, and the fact that memory management isn't very much of a thing). Then there's also the fact that at the moment only WebGL works for the web.
      All that being said, I do have a series I made a few years ago on this channel about making a game engine using Typescript and WebGL. Its vastly different in architecture, but the GL concepts are there. Maybe you could combine the two as a reference. I hope this helps.

  • @007LvB
    @007LvB 2 роки тому +1

    Hi Travis, would you mind explaining something I don't understand?
    Why would you ever want to create a buffer with no memory bound to it? You mentioned that a buffer is only valid to use when it has memory bound (which makes total sense!). So why have a function parameter bool bindMemory, if memory should always be bound anyways? I just want to understand the bigger picture. :)

    • @TravisVroman
      @TravisVroman  2 роки тому +3

      You can use the same block of memory for multiple buffers. Or you can swap it out. Not saying we'd do either, but the flexibility is there. In other words, it isn't always a 1:1 relationship.
      We're also, at some point, going to reduce the number of buffers and memory allocations and instead manage them all from just a few buffers. But that's a bit down the road.