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Sorry it's been a while since the last one - the Ludum Dare Game Jam and recovery meant I didn't get the chance to make any exclusive videos for a while! Hopefully you enjoy this one, and I'll try and put out one every week or so, as possible. Thanks for the support! ❤️

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David Mortensen

Another great video <3 Don't worry about having been away for a bit :) We still appreciate your hard work and you guys have gotten so far with hazel it's amazing <3

shy0902

I am a beginner, i am not sure can use two subpasses for static mesh pass and anim mesh pass ? Subpasses in the same renderpass use the same framebuffer and call vknextsubpass and then can bind another pipeline and pipeline resources, can it works ?

middaycoder

Alright, Cherno, I didn't know you've switched to another physics engine. LOL. Never heard of that Jolt Physics Engine but if it has been used on Horizon Forbidden West it must be pretty good. : )

Daethalus

hey Cherno, do you think for multithreading ImGUI recording a secondary command buffer could help instead of copying the drawlist? Sascha Willems has an example of recording commands buffers across different threads. I think it could work for imgui too.

Seppe Dekeyser

On the descriptor sets = 0 thing: I think I remember reading somewhere that whenever you rebind descriptors to a set, it internally has to go in and re-bind all the other sets after that as well. So rebinding per-material stuff in set 0 will cause the internals to also re-bind the scene camera etc in set 1. (not 100% sure on this, I might be remembering it incorrectly) - Perhaps it's only something that really becomes an issue in the big AAA games etc

Tesla Coil

Thank you for the in depth answer about how the DescriptorSetManager works. The next logical things would be how the compute render passes and compute pipeline works, especially for something like bloom. How the synchronization is done? Really interesting. Also I really wanna see the creation of a new Render Pass, new Pipeline, new shader... would be amazing!

PiotrD

Have you thought about making a some fun series about analyzing how existing games render stuff? Imagine some scene from GTA 5 or Witcher 3. You got a bunch of trees, buildings, NPCs, road, grass, buildings, pickable items, maybe players. Ofc you would have to kinda guess what is happening under the hood and these games are probably heavily optimized and the implementation might be very specific. But i'm trying to think about how would i code that stuff - which parts of my scene should i attempt to batch render, some stuff would be instanced, other things could be rendered one-by-one by individual draw calls. If things are animated/change position/colors would that be done using uniforms or by updating the buffer. There is a video on youtube called "Witcher 3 game frame rendering timelapse" and i'm trying to imagine how that render loop looks like :D Thank you!