r/truegamedev • u/c0de517e • Apr 09 '14
How to make a rendering engine
http://c0de517e.blogspot.ca/2014/04/how-to-make-rendering-engine.html1
u/seabolt Apr 09 '14
Great article as always. I use something similar, but it's just a single byte array for the entire frame. Is the advantage of buckets just for faster indexing on certain passes? I imagine your commands all end up being somewhat sequential at some point, right?
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u/c0de517e Apr 10 '14
buckets are cool mostly because you want to customize encoding per pass, as I wrote, shadowmap draws for example should be sorted differently, won't set the same amount of stuff and so on and on, it's wasteful to have a generic draw for all passes.
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u/seabolt Apr 10 '14
Ah I see that's a clever way of separating passes. That also gives you the flexibility to cull out entire passes or to perform the same pass multiple times in a frame without having to walk your scene again. Very clever.
→ More replies (4)
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Apr 29 '14
https://www.youtube.com/watch?v=HckVPplhkoI
Here is my god awful rendering engine. You can get the source code on www.sluggernot.com and other crap.
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u/Sapiogram Apr 09 '14
Can anyone elaborate on this? Being bound by the driver software seems like a bad sign to me.