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QuollEngine reviews and mentions
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How to design a material system?
If you are interested, you can check the PBR shader in my engine. I do a similar thing but with all PBR properties (even the base color/texture).
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When splitting the renderer into a frontend and a backend, who generally manages all the resources?
In this case, inside my device, I have multiple maps of data that allow me to determine what handle points to what hardware resource. Pseudocode (actual code:
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vkAcquireNextImageKHR always results in 0 after resizing / recreation
Btw, if you are interested, you can check out my Vulkan device implementation: https://github.com/GasimGasimzada/liquid-engine/tree/main/engine/rhi/vulkan/src
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How did you implement your build system?
Here is how I define my dependencies: https://github.com/GasimGasimzada/liquid-engine/blob/main/project.json
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Passes, Subpasses, Push Constants and Uniform Buffers
Btw I currently use uniform buffers to store skeleton matrices and camera view projection matrices; and push constants for model transforms. I do the calculation in the shader: https://github.com/GasimGasimzada/liquid-engine/blob/main/engine/assets/shaders/skinnedGeometry.vert
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A note from our sponsor - InfluxDB
www.influxdata.com | 15 May 2024
Stats
QuollEngine/QuollEngine is an open source project licensed under MIT License which is an OSI approved license.
The primary programming language of QuollEngine is C++.
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