James Yarwood
@jamesyarwood.bsky.social
Software Engineer and #indiedev. Writing a C++ #gameengine in my spare time.
Also realised I need to put more work into the scene system so that objects can be individually scaled. Right now, the GLTF-loaded spheres in the screenshots are much more massive than the hard-coded cubes!
October 12, 2025 at 6:44 PM
Also realised I need to put more work into the scene system so that objects can be individually scaled. Right now, the GLTF-loaded spheres in the screenshots are much more massive than the hard-coded cubes!
Depth buffering helps the GPU figure out which objects are drawn infront or behind other objects. Without it, rendering distant objects may cause them to be drawn over closer ones, depending on the draw order.
October 12, 2025 at 6:44 PM
Depth buffering helps the GPU figure out which objects are drawn infront or behind other objects. Without it, rendering distant objects may cause them to be drawn over closer ones, depending on the draw order.
This is looking awesome. Keep it up!
October 3, 2025 at 11:50 AM
This is looking awesome. Keep it up!
Once this (quite large!) foundational functionality is in place, you can start to do some pretty neat things, like chain render passes together for multi-pass shader effects or mix and match shaders/materials to create some pretty awesome end-results. Not quite there yet though!
September 25, 2025 at 7:06 PM
Once this (quite large!) foundational functionality is in place, you can start to do some pretty neat things, like chain render passes together for multi-pass shader effects or mix and match shaders/materials to create some pretty awesome end-results. Not quite there yet though!
There's a lot variety of different pipeline state objects to keep track of in Vulkan, so being able to keep track of them all is important, as this information can later be used to automate batching and ordering draw calls based on material, pipeline state, vertex layout, descriptor layout, etc.
September 25, 2025 at 7:06 PM
There's a lot variety of different pipeline state objects to keep track of in Vulkan, so being able to keep track of them all is important, as this information can later be used to automate batching and ordering draw calls based on material, pipeline state, vertex layout, descriptor layout, etc.
The volumetric effects look great. Keep it up!
September 10, 2025 at 9:11 PM
The volumetric effects look great. Keep it up!
The next item on the renderer feature list is depth-buffering. Without that, any of the more complicated models will look like they've been turned inside out!
August 17, 2025 at 8:14 PM
The next item on the renderer feature list is depth-buffering. Without that, any of the more complicated models will look like they've been turned inside out!
If you want to try your hand at a custom vulkan memory allocator, I highly recommend watching the Vulkanized 2018 presentation on memory management. Everything mentioned is still relevant in 2025.
www.youtube.com/watch?v=zSG6...
#vulkan #gamedev
www.youtube.com/watch?v=zSG6...
#vulkan #gamedev
Vulkanised 2018 - Memory Management in Vulkan
YouTube video by The Khronos Group
www.youtube.com
August 8, 2025 at 8:25 PM
If you want to try your hand at a custom vulkan memory allocator, I highly recommend watching the Vulkanized 2018 presentation on memory management. Everything mentioned is still relevant in 2025.
www.youtube.com/watch?v=zSG6...
#vulkan #gamedev
www.youtube.com/watch?v=zSG6...
#vulkan #gamedev
Now I realised you're already on steam, which is great. Wishlisted!
July 6, 2025 at 10:04 AM
Now I realised you're already on steam, which is great. Wishlisted!
This is awesome. I hope you get it onto steam at some point in the future. I'd definitely buy it. Keep it up!
July 6, 2025 at 10:02 AM
This is awesome. I hope you get it onto steam at some point in the future. I'd definitely buy it. Keep it up!
This is looking very impressive. Awesome work!
July 1, 2025 at 3:21 PM
This is looking very impressive. Awesome work!
Initially I thought this post was nonsense and thought of all the parts in 3D graphics programming where float isn't used... I quickly realised how right you are.
You can't escape them easily!
You can't escape them easily!
June 28, 2025 at 11:54 AM
Initially I thought this post was nonsense and thought of all the parts in 3D graphics programming where float isn't used... I quickly realised how right you are.
You can't escape them easily!
You can't escape them easily!
This looks like a really cool game. Definitely something I'd play!
June 24, 2025 at 7:28 AM
This looks like a really cool game. Definitely something I'd play!
Congrats! Even though it's just a triangle, it's a very motivating milestone!
June 23, 2025 at 5:33 PM
Congrats! Even though it's just a triangle, it's a very motivating milestone!
This is exactly what MonoGame needed. Great work!
June 19, 2025 at 7:43 AM
This is exactly what MonoGame needed. Great work!
Looks like a solid foundation. Nice work!
June 14, 2025 at 1:12 PM
Looks like a solid foundation. Nice work!