Posts

The Editor and Artifactory

Back to writing about updates on my game engine jan-kelemen/niku!

Editor

In the previous post, I mentioned that I started working on the game engine editor. With the hope of making some forward progress on this topic, I’ve decided to use ImGui as the GUI framework in the editor. Instead of reinventing a GUI framework on my own or using a different library for the GUI.

NaN update

Breaker one-nine, this here’s the Rubber Dax. You got a copy on me Love Machine?

While I usually write about my game engine jan-kelemen/niku, this post will be a little different. This is Not A Niku update. If you came for IEEE 754 NaN, sorry, there will be no IEEE 754 either.

Abusing GPUs

I figured out we no longer have to do software rendering, the Greed Processing Units are capable of doing graphics. So I continued working on my game engine jan-kelemen/niku.

With the exception of toji/optimized-sponza asset, all other assets are from KhronosGroup/glTF-Sample-Assets.

Compressed texture formats

According to the profiling results of the gltfviewer demo, rendering is bottlenecked by the sampling of texture images. I’ve known about this for quite some time already, though I think I can’t do much about it, since the shader cannot invent pixel values out of thin air.

Jan Kelemen

Software, mountain bikes and old cars