QuadBitRendering setup with RendergraphCommand buffer submissions and synchronizations5 min read·Dec 21, 2023----
QuadBitVulkan dynamic renderingLet go vulkan renderpass and framebuffer, just let it go :)2 min read·Dec 15, 2023----
QuadBitVulkan : 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…3 min read·Feb 19, 2021----
QuadBitVulkan: Resource sharing Part-1Rendering multiple frames in flight, to avoid stalls, requires per frame resources. Such a requirement, highlights the upper limit on…3 min read·Feb 4, 2021----
QuadBitTrees 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…2 min read·Jan 25, 2021----
QuadBitTrees 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…4 min read·Dec 27, 2020----