A quick video showing the new selection method in the engine using Jump flooding. Quite overkill but it was an excuse to learn a new algorithm https://github.com/giordi91/SirMetal Share and subscribe!
6.2 EXAMPLE OF TURING MACHINE (TOC) ,
ALL NEW pure electric MINI Cooper at IAA!!
УБЕГАЮ ОТ СЕМЕЙКИ ПСИХОПАТОВ ИНДИ-ХОРРОР SINISTRY SILINIUM
POCO M5 New Update | POCO M5 MIUI 14.0.3.0 Update | POCO M5 Hyper OS Update | Motherboard Dead ?
stop motion action toy yellow
А.Мишин. Онко-логика или что мы можем сделать сами
ПИРОГ С КАРТОШКОЙ И СЫРОМ | CHEESE AND POTATO PIE
FREEING THE MIND | ARRI Amira + ZEISS Standard Speed | Musician Portrait
The First Descendant_20241026131559
ELDEN RING_20220306095805
ELDEN RING_20220305102139
ELDEN RING_20220304212450
Sir Metal 07: Lightmapper proof of concept
Sir Metal 06: Raytracing , GLTF and bindless everything!
Sir Metal 05: CMake build + Samples ( Shadows PCF and PCSS)
SirEngine 24 Grass 04: GPU frustum culling and LODding
Sir Engine 09: Double state machine transition
Sir Engine 08: Basic animation transition
Sir Engine 01: PBR Shader demo
Sir Metal 03: Selection demo
SirEngine 26: grass, new GPU memory allocator and debug rendering
SirEngine 24 Grass 03-2: albedo texture
SirEngine 23 Grass 03: basic lighting
Sir Engine 22:Grass 02: tiling and density
SirEngine 20 Grass 01: basic setup
Sir Engine 19: Vulkan PBR, new material system for both VK and DX12
SirMetal 02: Editor layout
SirMetal 01 : A macOS , Metal powered game editor
Sir Engine 18: Vulkan post process and shaders hot reload
Sir Engine 17: Vulkan / DX12 backend update
How to approach game engine dev: motivation, comparison with other, progress etc.
Sir Engine 16: Vulkan uniform buffer memory pool