Vulkan: Pipelines and Render States

This will be the last post in my mini-series of posts covering some of the performance critical aspects of our Vulkan render backend. In my previous two posts I covered management of Descriptor Sets and Command Buffers. In today’s post I will describe how we deal with the creation and look up of VkPipelines, and also touch on our system for dynamically changing render states.

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Tobias Persson

Marketing Mini Series Part 4: PR (Public Relations)

A question I’m often asked by developers is, “Do I really need PR?” Another one I get a lot is, “Should I hire a PR person or firm, or should I just do it myself?” Here’s my thinking on these questions:

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Tricia Gray

Vulkan: Command Buffer Management

Let’s pick up where we left off of a few weeks ago and continue to discuss some of the performance critical parts of our Vulkan render backend. Today’s topic is management of command buffers and we’ll kick off with a quick overview of the user’s responsibilities when when working with command buffers in Vulkan.

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Tobias Persson

Marketing Mini Series Part 3: Branding

In general, branding is one of the first things you tackle when creating a product, game, or company. In my opinion, it’s both one of the most fun and most frustrating aspects of marketing: fun because it’s creative and emotional, frustrating because creativity is, well… subjective and emotional.

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Tricia Gray