I just merged to main, a macOS / Metal port of my rust graphics engine! It has taken me about 2 years lol, started it on the plane to SIGGRAPH 2024 :D
I will write blog about it and go into more detail at some point when I can be bothered
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AI coding tools are powerful but we mustn’t let our own skills atrophy
polymonster.co.uk/blog/ai-at…
Speedrunning the Vulkan triangle in C. No reference or docs.
Success on my 4th attempt. 2hrs 10mins 493 LOC #vulkan #speedrun
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I've been working an music discovery app for record diggers.
More info on my blog: polymonster.co.uk/blog/diig
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#screenshotsaturday #vinylonly #CrateDigging
Off to SIGGRAPH 2024! It will be my first time attending in person, as a graphics dev for over 15 years it feels long overdue. Give me a shout if you are in Denver ✌🏻
In a way, if you think about it, those 2 points we took off Arsenal earlier in the season at the emirates could’ve won them the league. Up the spurs
After a few months hiatus of moving house and starting a new job I finally got my PC setup again and dusted off my #rustlang #d3d12 engine. Just pushed this long dormant commit of dynamic cubemap rendering (still rasterizing). >> github.com/polymonster/hotli… #screenshotsaturday
Houghton 2023 just finished and and the presale for 2024 went on today. Already locked in for next year and I have attended every single one and will do so for as long as I physically can…. I need that yearly dose of Terminus Sunday 🫶🏻
Having a record collection is a ball ache when moving house, but they’re all here now and unpacked. First track, stone cold classic.
Behold! The swirling trash pile! 32k indirect draw call. 32k unique meshes and 10 materials. Bindless lookups and GPU frustum culling (All under 16ms); New blog post covering the details >> polymonster.co.uk/blog/build… #screenshotsaturday #rustlang #gamedev
Just setting up a quick test for execute indirect / GPU frustum culling. Currently CPU (80ms) GPU (12ms); 32k draw indexed calls, 30 meshes. Let's see how this can be improved.
And here it is, 30 unique meshes 32k draw indexed (indirect) calls. 16ms CPU, 2ms GPU.. v good! Shame Vulkan doesn't have the same flexibility with indirect as D3D12 and Metal... without extensions. I'll write up a blog about all this stuff in the next week or so.
Oh wait, the results were so good I forgot I'm not even culling them yet 😂Still some work left to wrap up, but got some good ideas for a final engine architecture. #bindless #gpudriven






