I'm glad you went with FSR 2.0 instead of yet another NVIDIA exclusive implementation. Great work, and great editing! I can tell you've been working hard on your software & channel for a while now and deserve more recognition!
Thanks man! you can already check out all the source for the things demonstrated in this video, I linked it in the description. It's just not fully polished yet so that's what I meant about pinning a comment when it's "done"
A good vulkan abstraction library is definitely needed. I'd recommend putting some example code snippets in the README to help people get started, or writing some kind of tutorial for its use.
Well, we have example code, but that's a good idea because (as evidenced by you making this comment) it might not be immediately obvious that there is any example code. The API samples in /tests/2_daxa_api all contain code snippets for certain features of the API!
With regards to a tutorial, I probably will make a video showing how to make a daxa application from scratch, including setting up all the dependencies like vcpkg and the vulkan sdk
Amazing work! :D Also I have a question, are you going to shrink the player down to be 2 voxels high or have you already planed for that to be implemented? :D
@@GabeRundlett Yes I am referring to your main project :) . I am guessing that you wanted the voxels to be smaller so you can have the terrain blocky while being smooth? :)
@@GabeRundlett So do you think it is possible to make the world size bigger? (The more voxels to save the more data right so it may not even be possible but I you can figure out a way! :D ).
solid editing 🙏great job to both you and patrick!
Thanks man! I love making things like this that can help get people into graphics programming
This project is amazing.
I friend of mine mentioned Daxa today for about 200 times so I came here to check it out. It does look very neat, indeed. Great work!
Thanks man! Daxa is craaazy nice for writing GPU-based code
I'm glad you went with FSR 2.0 instead of yet another NVIDIA exclusive implementation. Great work, and great editing! I can tell you've been working hard on your software & channel for a while now and deserve more recognition!
Thanks so much man! I know you have some awesome stuff on your channel as well
Beautiful, I look forward to these each week
keep this up, as a beginner graphics programmer I am definitely gonna check put your project when it comes out
Thanks man! you can already check out all the source for the things demonstrated in this video, I linked it in the description. It's just not fully polished yet so that's what I meant about pinning a comment when it's "done"
fish and monke putting in an honest men’s work 😤
A good vulkan abstraction library is definitely needed. I'd recommend putting some example code snippets in the README to help people get started, or writing some kind of tutorial for its use.
Well, we have example code, but that's a good idea because (as evidenced by you making this comment) it might not be immediately obvious that there is any example code. The API samples in /tests/2_daxa_api all contain code snippets for certain features of the API!
With regards to a tutorial, I probably will make a video showing how to make a daxa application from scratch, including setting up all the dependencies like vcpkg and the vulkan sdk
I started learning graphics around a month ago and i am really inspired by your work!
Great job dude, going hard 💪
wonderful
Thank you!
you should link to daxa's github page in the description
Thank you Dot32! I'm so dumb 😄
Hey, is HLSL better than GLSL in general?
I definitely prefer HLSL, they're practically the same, but HLSL just has more features, ie. templates.
Amazing work! :D Also I have a question, are you going to shrink the player down to be 2 voxels high or have you already planed for that to be implemented? :D
he wants to have a scale of 8 voxels per meter, like he says in his previous video
Are you referring to in my main project? I want the voxels to be smaller than just 1x1 meter
@@GabeRundlett Yes I am referring to your main project :) . I am guessing that you wanted the voxels to be smaller so you can have the terrain blocky while being smooth? :)
@@-Clickertale_2- exactly, smaller voxels means more detail!
@@GabeRundlett So do you think it is possible to make the world size bigger? (The more voxels to save the more data right so it may not even be possible but I you can figure out a way! :D ).
Remember me, your 612th sub :)
Hahaha
NEW VIDEO !!!!!!!!!!!!!!!!!!!!!!!!
Do not play music while talking...annoying as hell!!
lmao, fair enough. I'm definitely not great at editing yet
@@GabeRundlett Thank you, It was well done other than that, it's like people talking at a movie you've paid for.