Amélie Heinrich
@beachedxo.bsky.social
Graphics Programmer
19yo | he/him | Paris, France 🇫🇷
Français/English/Norsk OK + 日本語 N5
Tinkering with rays, meshlets and console platforms
Final year of BSc Student Game Dev
19yo | he/him | Paris, France 🇫🇷
Français/English/Norsk OK + 日本語 N5
Tinkering with rays, meshlets and console platforms
Final year of BSc Student Game Dev
Having to go through an upload buffer to update the data kinda sucks and that adds up to why I love working with UMA so much since you can just memcpy into GPU memory without breaking a sweat...
November 10, 2025 at 4:07 PM
Having to go through an upload buffer to update the data kinda sucks and that adds up to why I love working with UMA so much since you can just memcpy into GPU memory without breaking a sweat...
I also wrote a simple GPU driven system so it's easier to plug culling later, though one thing I will say is that it did introduce a bunch of issues with bindless since you need to constantly make sure that the data in the instance buffer is up to date and valid.
November 10, 2025 at 4:07 PM
I also wrote a simple GPU driven system so it's easier to plug culling later, though one thing I will say is that it did introduce a bunch of issues with bindless since you need to constantly make sure that the data in the instance buffer is up to date and valid.
Asking around on discord, hopefully I'll find a fix or a holy Microsoft person to help me...
November 3, 2025 at 1:20 PM
Asking around on discord, hopefully I'll find a fix or a holy Microsoft person to help me...
My system works very nicely, however if I write to a texture on the compute queue (e.g. generating mipmaps) then use it on the graphics queue I get a device lost. I tried to follow MSDN and transitioning to COMMON on compute then SRV on graphics but still get a device lost (page fault).
November 3, 2025 at 1:20 PM
My system works very nicely, however if I write to a texture on the compute queue (e.g. generating mipmaps) then use it on the graphics queue I get a device lost. I tried to follow MSDN and transitioning to COMMON on compute then SRV on graphics but still get a device lost (page fault).
Current system is copy textures on copy queue -> generate mipmaps on compute queue -> render frame. Copy/Compute are pre-frame operations and both insert a wait on the graphics queue.
November 3, 2025 at 1:20 PM
Current system is copy textures on copy queue -> generate mipmaps on compute queue -> render frame. Copy/Compute are pre-frame operations and both insert a wait on the graphics queue.
The unending loop of custom engine = takes too much time and unity/godot/unreal = not enough fun
October 28, 2025 at 9:40 AM
The unending loop of custom engine = takes too much time and unity/godot/unreal = not enough fun
I have the story and tech skills but I have 0 art skills whatsoever that’s the issue
And I definitely need a lot of art skills for my game (Silent Hill 3 style)
And I definitely need a lot of art skills for my game (Silent Hill 3 style)
October 28, 2025 at 9:32 AM
I have the story and tech skills but I have 0 art skills whatsoever that’s the issue
And I definitely need a lot of art skills for my game (Silent Hill 3 style)
And I definitely need a lot of art skills for my game (Silent Hill 3 style)
I'd take it a step further but it'd be nice if we had downsampling/upsampling intrinsincs in HLSL/MSL
That way you can do SPD with a function (to use downsample 13 taps for Bloom for example, or max depth for HZB, you get the idea)
That way you can do SPD with a function (to use downsample 13 taps for Bloom for example, or max depth for HZB, you get the idea)
October 28, 2025 at 7:21 AM
I'd take it a step further but it'd be nice if we had downsampling/upsampling intrinsincs in HLSL/MSL
That way you can do SPD with a function (to use downsample 13 taps for Bloom for example, or max depth for HZB, you get the idea)
That way you can do SPD with a function (to use downsample 13 taps for Bloom for example, or max depth for HZB, you get the idea)
Seeing how it took ages to get video support and bookmarks I'd wait another year until we get polls
October 28, 2025 at 7:16 AM
Seeing how it took ages to get video support and bookmarks I'd wait another year until we get polls
People are gonna know me as RHI guy after some time
If I could make RHIs my entire life I'd be happy (I'm 100% lying I love messing around with modern GPU tech like RT and MS)
If I could make RHIs my entire life I'd be happy (I'm 100% lying I love messing around with modern GPU tech like RT and MS)
October 22, 2025 at 6:51 AM
People are gonna know me as RHI guy after some time
If I could make RHIs my entire life I'd be happy (I'm 100% lying I love messing around with modern GPU tech like RT and MS)
If I could make RHIs my entire life I'd be happy (I'm 100% lying I love messing around with modern GPU tech like RT and MS)
Its been a while last time i updated imgui so ill check it out. Will keep you updated 🫡
October 20, 2025 at 2:58 PM
Its been a while last time i updated imgui so ill check it out. Will keep you updated 🫡
Maybe my impl sucks then but I have issues on my macbook with high DPI. Not sure if I'm supposed to handle DPI in my code but yeah font looks like ass on my high DPI macbook
October 20, 2025 at 7:42 AM
Maybe my impl sucks then but I have issues on my macbook with high DPI. Not sure if I'm supposed to handle DPI in my code but yeah font looks like ass on my high DPI macbook
I'm ngl, I 100% claude'd the editor part because I'm not huge on writing UI code XD
October 20, 2025 at 7:41 AM
I'm ngl, I 100% claude'd the editor part because I'm not huge on writing UI code XD
The nodes look hella ugly but it's a WIP
But yes I'm making a render graph editor to follow on Alan Wolfe's "render graph as a data asset" idea which I think is brilliant. Base logic works, need to work on UI/UX and serialization
But yes I'm making a render graph editor to follow on Alan Wolfe's "render graph as a data asset" idea which I think is brilliant. Base logic works, need to work on UI/UX and serialization
October 20, 2025 at 7:41 AM
The nodes look hella ugly but it's a WIP
But yes I'm making a render graph editor to follow on Alan Wolfe's "render graph as a data asset" idea which I think is brilliant. Base logic works, need to work on UI/UX and serialization
But yes I'm making a render graph editor to follow on Alan Wolfe's "render graph as a data asset" idea which I think is brilliant. Base logic works, need to work on UI/UX and serialization
This is absolutely fire advice, tysm!
October 19, 2025 at 2:40 PM
This is absolutely fire advice, tysm!
(I am so nervous)
October 19, 2025 at 12:57 PM
(I am so nervous)