seraphim is a game engine written in C that raycasts implicit surfaces
Download Vulkan SDK here: https://vulkan.lunarg.com/
./install.sh
./run.sh
- vulkan
- glfw
License: GNU General Public License v3.0
seraphim is a game engine written in C that raycasts implicit surfaces
Download Vulkan SDK here: https://vulkan.lunarg.com/
./install.sh
./run.sh
how do you put together all the different shadow maps into one global data structure to avoid linear lookup time
currently, in renderer/request.cpp
there is a call to vkDeviceWaitIdle
that effectively removes concurrency between rendering jobs
this most likely affects performance
however, when it is removed, the rendering thread hangs for reasons that arent immediately clear
some ideas:
vkCmdPipelineBarrier
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