Media Summary: In this video we take another step towards the view system by setting up structures for render targets and configurable ... Shorter video today, so I get straight to the point. I add a new heap struct to push draw calls to an array with multiple threads, but ... Stream ▻ Support the series and Hazel! ▻ Main Channel ...

Game Engine Programming 059 5 Finish Forward Optimization C - Detailed Analysis & Overview

In this video we take another step towards the view system by setting up structures for render targets and configurable ... Shorter video today, so I get straight to the point. I add a new heap struct to push draw calls to an array with multiple threads, but ... Stream ▻ Support the series and Hazel! ▻ Main Channel ... I rewrite the entire memory allocation process, to undo some poor choices I made initially. With this simpler layout it will hopefully ... We try to debug the issues with the threads, but it honestly seems like we're just making it worse. I also include clang's address ...

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Game Engine Programming 059.5 - Finish forward+ optimization | C++

Game Engine Programming 059.5 - Finish forward+ optimization | C++

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Game Engine Programming 059.1 - Optimizing Forward+: Cleaning up the lighting code | C++ Game Engine

Game Engine Programming 059.1 - Optimizing Forward+: Cleaning up the lighting code | C++ Game Engine

Support

Kohi #059: Render Targets and Configurable Renderpasses (Vulkan Game Engine Series)

Kohi #059: Render Targets and Configurable Renderpasses (Vulkan Game Engine Series)

In this video we take another step towards the view system by setting up structures for render targets and configurable ...

Vulkan Game Engine Development - 16FPS to 5000FPS

Vulkan Game Engine Development - 16FPS to 5000FPS

No AI was used in the making of this

Multiplatform C game engine from scratch | Day 58 [Threaded Arrays]

Multiplatform C game engine from scratch | Day 58 [Threaded Arrays]

Shorter video today, so I get straight to the point. I add a new heap struct to push draw calls to an array with multiple threads, but ...

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Game Engine Programming 054.2 - Forward Shading | C++ Game Engine

Game Engine Programming 054.2 - Forward Shading | C++ Game Engine

Previously, we

C# Scripting! // Game Engine series

C# Scripting! // Game Engine series

Stream ▻ https://twitch.tv/thecherno Support the series and Hazel! ▻ https://patreon.com/thecherno Main Channel ...

Multiplatform C game engine from scratch | Day 60 [Allocation Rewrite]

Multiplatform C game engine from scratch | Day 60 [Allocation Rewrite]

I rewrite the entire memory allocation process, to undo some poor choices I made initially. With this simpler layout it will hopefully ...

Making a game in C from scratch! Ep 16: [Optimizing the Game (5x faster!), Programming a Profiler]

Making a game in C from scratch! Ep 16: [Optimizing the Game (5x faster!), Programming a Profiler]

PLAY the

Multiplatform C game engine from scratch | Day 59 [Thread Debug]

Multiplatform C game engine from scratch | Day 59 [Thread Debug]

We try to debug the issues with the threads, but it honestly seems like we're just making it worse. I also include clang's address ...