Principal Graphics Programmer at 7th Sense - Co-authoring a book on Vulkan. Views are my own.
Sorry, I haven't been posting here for a while! We are now on chapter 6, mesh/task shaders and GPU culling. We have the meshlet side of things working and now moving to frustum and occlusion culling. We started by implementing a depth pyramid:
Might be a good time to introduce myself: I am a graphics programmer and currently co-authoring an advanced book on Vulkan with Gabriel Sassone :)
Is this channel still active?
Mastodon server focused on game development and related topics.