A different, hopefully better, approach to game engine resource management
Intro Over the years I started shifting my game engine resource management to a different paradigm rather than the usual OOP. Such a paradigm is composed of a manager plus resource handles. I have used this system in many personal projects to great success. I hope it can be useful to other people and hope to hear different ways people handle their resources too!
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My take on realtime grass
Intro The latest effort in my engine has been a grass system. After porting quite a bit of the DX12 functionality to Vulkan I got to the point where I wanted to work on something new rather than just porting features to Vulkan.
At a glance what I did in my grass shader was:
Using blue noise distribution for grass blades positions. Vertex + fragment shader, no geometry/tessellation shader involved.
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What do some Rust features compile to? Intro I have been starting to have a look at Rust lately, mostly because WASM is growing on me and Rust has the best tool in class for it, or so I am told. I am eager to find out by myself.
Rust comes with several new idioms and structures in the language I am not used to, and being a performance enthusiast, I always get interested in what such constructs translate to.
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