wake up in the morning and write down the three things that you most want to get done that day.
Nothing you actually end up doing that day will be on that list.
After my post last week about using arrays of textures to centralize texture bindings in vulkan, I wanted to see if I could do the same for uniform data.
It turns out you can - even if your shaders use different uniform buffer data (you just have to keep the uniform buffers the same size)
I wrote a tutorial/blog post thing about it here: http://kylehalladay.com/blog/tutorial/vulkan/2018/02/05/Bind-Once-Uniform-Data-Vulkan.html
I had a bunch of trouble figuring out how to set up an array of textures in a vulkan shader, so even though the reality of it is very easy, I made a quick blog post in case anyone else gets stuck
So... not a bug in glslang, powershell just defaults to saving text in UTF-16... which means that if you generate a configuration file for glslangValidator like this:
glslangValidator -c > myconf.conf
in powershell, you end up with a .conf file that glslangValidator can't read, because it wants UTF8
Last year I made a rule for myself that I wouldn't write any new classes in personal projects (using classes from external libs and stdlib was still fine), and it was a great learning experience.
This year I'm considering making all my personal projects C only. Anyone out there working in primarily C? I'd love some recommendations for a decent math lib, since right now I'm using GLM (which is super template heavy...)
Over the years I find that instead of the oft repeated "break big functions into small ones", I'm writing very large functions and writing long comments throughout that describe what (and why) is going on. (this is when there's a lot of logic that is never needed elsewhere)
I'm then wrapping logic blocks in braces so I hide the parts of the function I don't need for readability.
Anyone else doing this? It feels like it's easier to read, but I'm wondering if there's a good argument against it.
I make graphics tech for mobile games, and dabble in engine dev as needed. Shared pointers must die. Random tutorials and thoughts @ http://kylehalladay.com
Game development! Discussions about game development and related fields, and/or by game developers and related professions.