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  1. Vulkan sprite rendering engine. The primary driver for this project is to learn to use Vulkan, but I also want to try some things in the overall architecture and infrastructure of a game engine. Follow my blog for discussions about my learnings along the way.

  2. 19 de dic. de 2021 · In this article we saw a simple way to evolve a sprite batch to group sprites without the need to worry about texture changes. For ages this was the main parameter to separate batches, but with bindless active is not anymore.

  3. Render lab built on top of vulkan, aiming to create a real time planet scale large scene. Also some widely adopted techs are implemented, such as deferred rendering, physical based rendering, bloom...

  4. 14 de jul. de 2021 · Need some help or ideas on how to render sprites in batches. I have an problem where I would like to do some spritebatching. Currently I have some simple sprites drawing. I've set my batches artificially low to force myself to handle batching instead of just saying after 1024 sprites we'll solve it. It's currently set at 64.

  5. 11 de mar. de 2018 · I'm now interested in doing some dynamic tests -- specially, creating and modifying sprites on the fly. I'm not sure how to go about it, so I'm hoping to get some pointers about possible techniques. I'm trying to create a toy 2d engine, for learning purposes.

  6. 28 de oct. de 2018 · My Vulkan sprite renderer uses a texture atlas for more efficient rendering of sprite. A texture atlas is simply a large texture composed of many smaller textures. This applies particularly well to sprite rendering, where the textures are generally small and there is a lot of them.

  7. For my Vulkan sprite renderer I decided to use FreeType for text rendering. Text rendering is essentially drawing character bitmaps, laid out one after another so that they line up, with appropriate spacing.