Duck! Thanks for watching!
Credits
Resource:
Mastering Graphics Programming with vulkan book – https://www.oreilly.com/library/view/mastering-graphics-programming/9781803244792/
An amazing breakdown of Detroit did it’s rendering – https://mamoniem.com/behind-the-pretty-frames-detroit-become-human/
Cloth physics – https://graphics.stanford.edu/courses/cs468-02-winter/Papers/Rigidcloth.pdf
Models:
Warehouse Model – https://sketchfab.com/3d-models/abandoned-warehouse-interior-scene-1d5285f2e0fd4211a27c8042496d5959
Church Model – https://sketchfab.com/3d-models/old-church-modeling-interior-scene-eb6cf543aa7d45e3acee49887ae3135c
All other models from – https://github.com/KhronosGroup/glTF-Sample-Models
Music:
Jeremy Blake – Powerup! ♫ NO COPYRIGHT 8-bit Music – https://www.youtube.com/watch?v=l7SwiFWOQqM
Kubbi – Up In My Jam ♫ NO COPYRIGHT 8-bit Music – https://www.youtube.com/watch?v=cLX0cyh6_Ro
Keygen Music By FFF – https://www.youtube.com/watch?v=BwWB4TbGUCo
Joshua McLean – Mountain Trials ♫ NO COPYRIGHT 8-bit Music – https://www.youtube.com/watch?v=L_OYo2RS8iU
Anthrox Intro – Amiga Cracktro from “Shadow Of The Beast 3 / III” release – https://www.youtube.com/watch?v=5nzsTKmONK0
Celeste Original Soundtrack – 03 – Resurrections – https://www.youtube.com/watch?v=1rwAvUvvQzQ
Jeremy Blake – Powerup! ♫ NO COPYRIGHT 8-bit Music – https://www.youtube.com/watch?v=l7SwiFWOQqM
Socials:
Discord link – https://discord.gg/VzWMpZ4HBJ
Twitter – https://x.com/AFloatingPoint
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11 comments
I looked one time into Vulkan, but personally don't see the benefit in using it over OpenGL.
It has a lot of potential for good performance, but if you don't implement things right, the performance can actually be worse than OpenGL.
Besides that, you need like 10 times the code for the same thing compared to OpenGL which just leads to more errors and learning Vulkan is really difficult, but also teaches a lot, sadly with a full-time job spending that much time isn't viable. At least for me.
But great video and good luck! :D
If you’ve got the time and interest, check out Clustered Forward Rendering. It’s a modern take on forward rendering (most notably used in DOOM 2016/Eternal). The idea is, instead of applying every single light to every single object, you divide the camera frustum into “froxels” (essentially mini-frustums within your big frustum) in a 3D grid. You calculate which lights affect which cells, and when applying lighting, you determine which cell your pixel belongs to and iterate only over the lights affecting that cell.
This method works wonders not only for forward but also for deferred rendering (Clustered Deferred). But using it with forward gives you all the benefits of forward rendering, like proper MSAA and a single pipeline for all your geometry.
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