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…
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…
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…
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…
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 …
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…
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…
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.…
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…
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…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…
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:
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:
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…