Hazel
Vulkan-Samples
Hazel | Vulkan-Samples | |
---|---|---|
9 | 44 | |
11,223 | 3,933 | |
- | 1.7% | |
1.8 | 9.2 | |
14 days ago | 8 days ago | |
C++ | C++ | |
Apache License 2.0 | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Hazel
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How I Added Continuous Integration (CI) to a C++ Project
I used a workflow template for MSBuild-based projects. When doing this lab exercise I referred to this video by TheCherno, who used the same template for his Hazel Game Engine developed using Visual Studio. The Microsoft Build Engine, MSBuild, is what Visual Studio uses to load and build managed projects. Since I'm also developing my project using Visual Studio, this template seemed like the best option.
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Recommendations on how to start a small Vulkan project
Don't write a full blown abstraction, you won't use it. Also Hazel is a great game engine which relies on Vulkan that you could use as well.
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Is it worth building a game engine?
And sometimes I feel like 50% of those are copy-pasted from Hazel, which is also far from being commercially viable, despite its popularity.
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Where are uint64_t and size_t coming from ?
They're coming from the precompiled header in that project: https://github.com/TheCherno/Hazel/blob/dcdbfe13ac1d06a1650f66719cb4f79ecf310c85/Hazel/src/hzpch.h
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people working in C++ game dev, I need help and advice
https://github.com/TheCherno/Hazel there's a youtube series following the development of this engine, and other useful series on the same channel
- Creating a program that creates programs
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The engine featuring Mednafen
Also, I just created premake configurations for the Vulkan SDK. Actually, this is only for the shader compiler and spirv-cross, so there might be more stuff from the SDK to be added.
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Object-Oriented Entity-Component-System Design
IIRC, all those engines provide an ECS that could be compared to entt.
Also, there is Hazel[0] which is based on entt and is the subject of an amazing youtube series[1].
IMHO, tinier means less features, at that point what could be considered comparable?
[0] - https://github.com/TheCherno/Hazel
Vulkan-Samples
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Google's First Tensor Processing Unit: Architecture
Vulcan is a driver-level API. It competes with DirectX and OpenGL.
CUDA is a language you write kernels. It competes with OpenAI's Triton language.
Here's what CUDA looks like: https://github.com/tspeterkim/flash-attention-minimal/blob/m...
This is what Triton looks like: https://triton-lang.org/main/getting-started/tutorials/06-fu...
By contrast Vulcan looks like this: https://github.com/KhronosGroup/Vulkan-Samples/blob/main/sam...
(It's true to some extent that maybe you could use Vulcan shaders to write deep learning kernels, maybe? I'm not aware of anyone doing it though)
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Question regarding descriptor set binding invalidation/disturbing over pipeline boundaries
Hi, i'm looking into descriptor indexing and was looking at the Vulkan-Samples repo. I finally thought i understood how the set binding invalidation works (like a stack?). In the code below both the non_uniform_indexing pipeline and the update_after_bind pipeline use the immutable sampler descriptor in their fragment shader. But since the descriptor set = 0 is rebound, won't the immutable sampler in set = 1 from the "non_uniform_indexing" pipeline be "disturbed" and have to be rebound?
- New Vulkan Sample - VK_EXT_extended_dynamic_state2 Extension
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Show HN: A tutorial for building a 2D game engine with Go and OpenGL
and see if it works.
[1] https://github.com/KhronosGroup/Vulkan-Samples/blob/main/sam...
- New Vulkan sample - VK_EXT_full_screen_exclusive
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Mesh Shader Sample
In this new sample, we see how to incorporate the Vulkan extension VK_EXT_mesh_shader and introduce per primitive culling in a mesh shader. https://github.com/KhronosGroup/Vulkan-Samples/tree/main/samples/extensions/mesh_shader_culling
- New Extension Sample: VK_EXT_swapchain_maintenance1
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Looking for resources / mentor
Also beginner here, I think you can learn other's codes to get a better understanding of the API by learning how others can abstract these concept into higher level. They're many great projects out there like Google's pbr renderer filament https://github.com/google/filament, AMD's gltf sample https://github.com/GPUOpen-LibrariesAndSDKs/glTFSample and also as many suggested, the Sascha Willems's repos https://github.com/SaschaWillems and the official sample https://github.com/KhronosGroup/Vulkan-Samples
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Recommendations on how to start a small Vulkan project
Another way I saw some projects start was by using example base classes (either Sascha Willems' implementations or the framework used by Khronos Samples).
- Can anyone give valid reasons why game engines are any easier to use than just programming with something like Vulkan?
What are some alternatives?
entt - Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more
Vulkan - Examples and demos for the new Vulkan API
froggy - Component Graph System experiment
renderdoc - RenderDoc is a stand-alone graphics debugging tool.
gfxRenderEngine - A graphics rendering engine
vulkano - Safe and rich Rust wrapper around the Vulkan API
Ahk2Exe - Official AutoHotkey script compiler - written itself in AutoHotkey
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
marley - "Many Awesome Retro Linux Emulators, Yay!" -- A bundle of gaming console emulators for the x86_64 Linux platform
MoltenVK - MoltenVK is a Vulkan Portability implementation. It layers a subset of the high-performance, industry-standard Vulkan graphics and compute API over Apple's Metal graphics framework, enabling Vulkan applications to run on macOS, iOS and tvOS.
habitat - Modern applications with built-in automation
VulkanHelper - A simple helper interface between Vulkan C API and C++ containers