Game Engine Programming 059.1 - Optimizing Forward+: Cleaning up the lighting code | C++ Game Engine

Опубликовано: 25 Март 2026
на канале: Game Engine Series
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We've been writing a base implementation for tile-based light-culling, and we managed to finish it in the last video. As you can see here, we're able to render a lot of lights, which is awesome! And although this is working well and we could move on to work on the next topic in our engine, I think it'd be wise to spend a bit more time on our lighting system and make it better. So, in this new episode, we're going to clean-up the lighting code, test it more extensively and fix any issues that we encounter, and finally try to optimize the light-culling algorithm in order to hopefully get better performance.
🟥(Red Episode)

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00:00 - intro
01:05 - uav clearable buffer
05:49 - avoid checking for light updates unnecessarily
09:00 - clean up light-set class
09:52 - clean up d3d12 light-buffer class
15:12 - fun with lights (testing)

keywords: graphics, renderer, lighting, light culling, directx, direct3d, hlsl

by Arash Khatami
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