It has been a while! But I am finally able to work on my engine again due to some more free time.
So where did we leave it at? Well, I was working on the Vulkan backend. It was quite a bit of work but I had so much fun! Check the previous videos:
• Sir Engine 16: Vulkan uniform buffer memor...
• Sir Engine 15 : Vulkan back-end PT 1
In this video, I want to show progress instead of in the first step on a unified API that the engine will use to render, independently of the graphics API.
I will show how the same scene will be rendered using dx12 and VK. So far it is fairly basic but most of the engine plumbing is in place, a new material system abstracts the binding of the resources and a queue system allows to dispatch the rendering.
The goal is to get back to the same quality I had in dx12 but in Vulkan as well. Hopefully should mostly be shader work to be rewritten in GLSL, most of the plumbing work should be done.
If you like the video subscribe for more and share around! I am always happy to chat about graphics stuff.