https://github.com/septag
It doesn't use any memory allocation by itself and can be compiled with both C11 and C++20 (designated initializers) compilers.
It doesn't use any memory allocation by itself and can be compiled with both C11 and C++20 (designated initializers) compilers.
All around updates for the Junkyard. Initiated a renderer. Forward+ CS light culling. Shadow Maps. MSAA and alpha-to-coverage support. I want it very simple for now.
All around updates for the Junkyard. Initiated a renderer. Forward+ CS light culling. Shadow Maps. MSAA and alpha-to-coverage support. I want it very simple for now.
floooh.github.io/2025/12/01/s...
(as always I'll need to do a couple more edits to fix typos and repetitions but first I'll need some food intake)
floooh.github.io/2025/12/01/s...
(as always I'll need to do a couple more edits to fix typos and repetitions but first I'll need some food intake)
Folks who want to create their own async/hot-reload asset system, might find this useful as well.
Folks who want to create their own async/hot-reload asset system, might find this useful as well.
youtu.be/1sdjQ7uTziw
youtu.be/1sdjQ7uTziw
For baked assets (loaded from cache), it takes 270ms (5.2 GB/s). Very close to my SSD drive speed.
In total, 1.4 GB of asset data loads in 700 ms. if not baked, then baking all 512 assets takes 2.2 secs.
For baked assets (loaded from cache), it takes 270ms (5.2 GB/s). Very close to my SSD drive speed.
In total, 1.4 GB of asset data loads in 700 ms. if not baked, then baking all 512 assets takes 2.2 secs.
In total, 1.4 GB of asset data loads in 700 ms. if not baked, then baking all 512 assets takes 2.2 secs.