The Vulkan Rendering Process

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  • เผยแพร่เมื่อ 15 ธ.ค. 2024

ความคิดเห็น • 20

  • @sehzadeselim863
    @sehzadeselim863 ปีที่แล้ว +2

    Thank you for the clear explanation! The best lectures are always done on a piece of paper :D

  • @vertexia9982
    @vertexia9982 8 หลายเดือนก่อน +2

    Putting the wojack there is crazy

  • @learner1842
    @learner1842 2 ปีที่แล้ว +2

    Cool! You are always consistent with the video uploads.
    I wanted to give you a series suggestion too! It would be really cool if you can also make videos on re-creating popular games in Python from scratch(or perhaps, only the main features)

    • @GetIntoGameDev
      @GetIntoGameDev  2 ปีที่แล้ว +3

      Actually it’s interesting you mention that! Just now I’ve been working on a codebase for something like that, basically recreating features from “Alice: Madness Returns” (I’ve been binging that one recently and it has some pretty addictive gameplay).

  • @TheLavaBlock
    @TheLavaBlock 2 ปีที่แล้ว +2

    I like your way of explaining. Keep it up!

  • @mishabytes8209
    @mishabytes8209 2 ปีที่แล้ว

    bro I love u I have come of the part of drawing and I coudnt understand anything about idl or somethig else about that but u have explained a way I can understand , thank u so much bro

  • @user-ry2nq7ng5e
    @user-ry2nq7ng5e 5 หลายเดือนก่อน

    Great explanations! But aren't semaphores purely for GPU and fences GPU/CPU synchronizations? At 14:45.

  • @KangJangkrik
    @KangJangkrik 2 ปีที่แล้ว +1

    Best explanation ever! Thank you :)

  • @xavierrispal9605
    @xavierrispal9605 2 ปีที่แล้ว +1

    Hello Andrew, nice paper session :) Can we see this Fence concept as a kind of "mutex" waiting for the current image to be rendered ?

    • @GetIntoGameDev
      @GetIntoGameDev  2 ปีที่แล้ว +1

      Hi Xavier, great question! Short answer, yes we kind of can, in the sense that, like a mutex, a fence helps to synchronize multithreaded code.
      Slightly more involved answer: mutex stands for "mutual exclusion", ie. one thread or another can control a resource, but no more than one at once. This is closer to a semaphore than a fence. I'm not sure if I explained this in the video (and anyway it's such an important concept that repeating it a bunch of different ways is helpful), but think about the full draw function as a path. When the function call executes, we want to be sure that the GPU isn't midway through running important work, so we block the path, then do a critical chunk of work, and open the path back up again. Unlike a semaphore situation, only one thread of execution will be running down the path at a time, but we want to be sure that the path is clear.
      Anyway I hope that helps!

    • @xavierrispal9605
      @xavierrispal9605 2 ปีที่แล้ว

      @@GetIntoGameDev Thanks Andrew for this answer !! I just can't wait to see the implementation in C++ :)

    • @GetIntoGameDev
      @GetIntoGameDev  2 ปีที่แล้ว +1

      @@xavierrispal9605 No worries, my pleasure! It's coming!

  • @petrokstur1513
    @petrokstur1513 28 วันที่ผ่านมา

    whats the probability of 10c being within 1 meter of a guitar pic at all times

  • @learner1842
    @learner1842 2 ปีที่แล้ว

    Got a query here : Is there a way to contact you for any issues? I am currently facing an issue in a PyOpenGL project and no one(official discord of Python) is helping me out.

    • @GetIntoGameDev
      @GetIntoGameDev  2 ปีที่แล้ว

      Announcement will be coming soon!

  • @mexicano1891
    @mexicano1891 ปีที่แล้ว

    🎉

  • @TrippleXD545
    @TrippleXD545 11 วันที่ผ่านมา

    the pencil does not sound good ngl
    like nails on a chalkboard, filter out 8kHz and get a better mic or use a pen
    good content tho