The Year of the Vulkan Book
Hello everyone! How have you been ? A little more than a year has passed since my last post, but for a good reason! Last year was all dedicated to writing this …
Feb 7, 2023
Insights, techniques and behind-the-scenes from 20+ years in real-time graphics, game engines and technical leadership.
Sharing what I’ve learned, what I’m building, and what still surprises me.
Passion, creativity and mistakes.
Hello everyone! How have you been ? A little more than a year has passed since my last post, but for a good reason! Last year was all dedicated to writing this …
Feb 7, 2023
The sprites rendered with 1 draw call using the techniques described in this article. Overview Sprite batching is one of the fundamental techniques used in …
Dec 19, 2021
Overview Here is a very short article on how to use Vulkan bindless features. All the relevant c++ code is into gpu_device_vulkan.cpp and command_buffer.cpp, …
Nov 1, 2021
Overview Recently on Twitter there was an interesting conversation about GPU-Driven line rendering. This reminded me of a system that I use to render values …
Oct 26, 2021
Overview We will go through all the logical steps (and the code!) to write a binary serializer that supports versioning and memory mappability. It is not an …
Aug 9, 2021
An example of non integer scaling of pixel art. Overview Pixel art is living a beautiful renaissance these last years, with more and more studios embracing its …
Apr 12, 2021
Overview Since growing up I’ve always been fascinated by stars, and being exposed to anime like Sainy Seiya and Hokuto No Ken just fueled the passion. My …
Dec 26, 2020
After reading the great article by Sarah Drasner on productivity I wanted to share some other improvements that I use in my daily work and personal coding life. …
Apr 13, 2020
Overview In the last articles we looked at progressively building tools to move rendering code towards data. We looked on how to create a simple lexer, a simple …
Mar 16, 2020
Overview Data Driven Rendering Series: https://jorenjoestar.github.io/post/writing_shader_effect_language_1/ …
Oct 14, 2019
Overview Model used in the demo. Data Driven Rendering Series: https://jorenjoestar.github.io/post/writing_shader_effect_language_1/ …
Oct 14, 2019
Overview Data Driven Rendering Series: https://jorenjoestar.github.io/post/writing_shader_effect_language_1/ …
Sep 11, 2019
Overview Data Driven Rendering Series: https://jorenjoestar.github.io/post/writing_shader_effect_language_1/ …
Aug 6, 2019
UI using ImGUI, SDL and the code generated with this article. Motivation Following my previous article about Flatbuffers and data reflection the quest for …
Jul 27, 2019
Some of the UI for the Hydra NES emulator, using ImGUI. Writing an emulator is an incredibly fun learning experience. It is an exquisite exercise in …
Jul 27, 2019
Auto generated UI from Flatbuffers files. Motivation Finding a good balance between code and data in Rendering. What is the necessary code that should be …
Jul 26, 2019
Legend of Zelda emulated plus debugging windows. Hello everyone! Today I release the source code of my bare-bone NES emulator, written in C++. I had the idea …
Jul 23, 2019