Rendering setup with RendergraphCommand buffer submissions and synchronizationsDec 21, 2023Dec 21, 2023
Vulkan dynamic renderingLet go vulkan renderpass and framebuffer, just let it go :)Dec 15, 2023Dec 15, 2023
Vulkan : Gaps in descriptor sets.My code design predefines/categorises descriptor sets based on the frequency of usage. Hence I came accross the scenario of tackling the…Feb 19, 2021Feb 19, 2021
Vulkan: Resource sharing Part-1Rendering multiple frames in flight, to avoid stalls, requires per frame resources. Such a requirement, highlights the upper limit on…Feb 4, 2021Feb 4, 2021
Trees in C++, Part-2Continuing from where we had left in the Part-1. The tree node creation was completed, hence we can move on to actual tree creation and…Jan 25, 2021Jan 25, 2021
Trees in C++, Part-1Survival of game engine and Earth depend on trees. Trees are used to maintain data in a structured and heirarchial way. One possible use…Dec 27, 2020Dec 27, 2020