ah chicago. Winter cold finally let up, and we've now moved into thunderstorm season.
Wtf would a "Blockchain based gaming platform" even do?
Making dds textures via command line utils like it's 2006 ♪♫♬
@MaDHaTTaH9 Having Unity experience was a big help with getting my first job (smaller studios tend to commonly use Unity). But if you're not looking for smaller studio / mobile, then Unreal might be better because it communicates that you know c++
of course, your own engine is also an option :)
@Gohla It seems like perhaps that perf difference might be specific to NVidia cards (which have a lot of extra memory types hidden behind the scenes), since I think that according to the spec, the only HOST_CACHED or HOST_COHERENT memory types you can find are also HOST_VISIBLE
@Gohla I went with HOST_CACHED because then I could update the transform data directly on the mapped pointer, and then flush all the changes at once. I only needed write access to that pointer, so I *think* that HOST_VISIBLE is unnecessary (is that correct? that feels like an unfounded assumption I made)
I actually found that some cases performed better with HOST_VISIBLE | HOST_CACHED, while other cases performed better with HOST_CACHED. I'm not sure of the reasons for that yet.
@Gohla Totally agreed, my vertex buffer handling could be improved. For this test it didn't feel super important, because I wasn't going for raw performance, but rather, trying to see perf differences across different vertex shaders, so as long as the scene stayed constant, I was ok with the reduced performance.
Ideally I'd like to organize my data to avoid as many bind calls as possible.
on the one hand, I don't really want to worry about containers / Win32 threads, all that jazz.
on the other hand... my hobby projects are all namespaced functions and POD structs...even using vector feels odd. not sure I can handle even more cognitive dissonance.