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Latest DX12 Activity

Hello.

Many if not most games seem to use the global root signature model to avoid the cost of switching root signatures. But from what I have seen, these root signatures lead to unnecessarily big descriptor tables leading to some memory waste.

Is there any disadvantage (memory/performance) of declar…

698 views
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komires
September 24, 2024 04:43 PM
Matali Physics 6.7 Presents Fluid Surfaces With Volumes as Well as Fluid Flow Interaction

We are pleased to announce the release of Matali Physics 6.7, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.7 introduces a number of improvements and fixes to Matali Physics Core, Matali Render, Matali Content and Matali Games modules, presen…

1,086 views

One thing to keep in mind is that Unity/Unreal are cross-platform, and those available APIs are generally not. Thus, you will try to use abstractions over the APIs as much as possible, so you can build your game on PC, Linux, Android, iOS, etc… without having to code the same feature 3-4 times in d…

4,442 views
komires
May 17, 2024 02:52 PM
Matali Physics 6.5 Supports

We are pleased to announce the release of Matali Physics 6.5, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.5 introduces a number of improvements and fixes to Matali Physics Core, Matali Render, Matali Content, Matali Synth and Matali Games m…

15,024 views

Hello!

I'm currently working on an engine trying to implement animated mesh particles. Up until recently I only needed animated billboard particles and static mesh particles, which work fine. All our particles are simulated on the GPU using compute shaders.

To animated the mesh particles, we thought …

4,266 views

I have a small issue with my shaders. Sorry if it is not the right place for this question. In general, the essence is that for my application on dx12, I have shaders in glsl (I'm too lazy to rewrite them because there are many, and they are not only for dx12), and I compile them into hlsl using sp…

4,259 views
komires
December 19, 2023 08:42 PM
Matali Physics 6.4 Presents an Innovative, Physics-Based Approach to Wayfinding

We are pleased to announce the release of Matali Physics 6.4, the significant step on the way to the seventh major version of the environment. Matali Physics 6.4 introduces a number of improvements and fixes to Matali Physics Core, Matali Render, Matali Content, Matali Sound and Matali Games module…

4,647 views

RE: The best way to render text in D3D12 of https://www.gamedev.net/forums/forum/5-graphics-and-gpu-programming/

Now you can display plain text by calling two C++ functions.

Refactored text rendering code from DirectXTK12. Everything unnecessary has been removed, only for Windows, headers only.…

3,153 views
komires
July 18, 2023 02:40 PM
Matali Physics 6.2 Presents Parametric Action Fields For Fully Dynamic And Destructible Scenes

We are pleased to announce the release of Matali Physics 6.2, the first step on the way to the seventh major version of the environment. The latest version brings changes necessary to implement effective navigation and wayfinding algorithms as well as complex AI behaviors, including group behaviors…

6,967 views
komires
February 27, 2023 04:08 PM
Matali Physics 6.0 Released. 3D Physics Environment As An Innovative Direct Game Creation Solution

We are proud to announce the release of Matali Physics 6.0, the sixth major version of Matali Physics environment. The latest version introduces groundbreaking changes both from the technical and functional side, moving Matali Physics environment to direct game creation solutions.

What is Matali Ph…
12,085 views
A Practical Approach to Managing Resource States in Vulkan and Direct3D12
Introduction

Explicit resource state management and synchronization is one of the main advantages and main challenges that modern graphics APIs such as Direct3D12 and Vulkan offer application developers. It makes rendering command recording very efficient, but getting state management right i…

22,063 views
Vilem Otte
November 27, 2017 03:41 AM
Voxel Cone Tracing - Global Illumination

Having a pause from handling files and editor is good, to at least update something in rendering and keep motivation high. So I went ahead and implemented voxel cone tracing global illumination (and reflections of course).

Anyways, image time:

Read more

7,638 views
Vilem Otte
November 22, 2017 03:43 AM
Dynamic resource reloading

Making editors is a pain. I have a list of thousands of items I'd rather do than this - yet I made myself a promise to drag at least one full featured editor tool over the finish line. There are few reasons for that:

  • I believe I have quite useful engine, it was my pet project all these yea…
  • 5,368 views
    Vilem Otte
    October 29, 2017 02:24 AM
    Game Engine Editor

     

    So, I'm slowly progressing with my hobby project. This is the first time I write something about the project directly tied to it, or more likely essential part of it. I'll share few details here about the editor development.

    Making useful game/engine editor that is easy to control…
    6,204 views
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