Vulkan: Descriptor Sets Management

I could easily spend an entire post just writing about my love-hate-relationship with Vulkan. Over the last six months working with Vulkan it has brought me plenty of joy but also so much frustration and annoyance that I wouldn’t even know where to begin. And, to be honest, it doesn’t feel very productive. I think most people who have done some serious work with Vulkan know that it is “a bit” rough around the edges. But we have still decided to live with that as we believe Vulkan is moving in the right direction, both for being the only explicit cross-platform graphics API but also in terms of openness, performance and delivering quick access to new hardware features.

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Tobias Persson

Marketing Miniseries: Part 2 User Groups and User Conferences

To continue on our marketing miniseries of blog posts, I wanted to touch briefly on user group meetups and conferences. And sorry for not posting this a couple of weeks ago—I’ve been a bit sick lately and I’m still recuperating. 🤒

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Tricia Gray

Multi-Threading The Truth

For the last week I’ve been working on making a big engine system thread-safe. I found that there is relative little information out there on how to multi-thread actual, real-world systems (if you need something faster than a single global lock). Most of the articles I found focused on simple data types, such as linked lists. So I thought it would be interesting to share my experiences.

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Niklas Gray

It’s All About The Data

In today’s post I will try to give a few tips on how to structure your cross-platform rendering APIs to make it easier to achieve data parallelism when building command buffers for various graphics APIs.

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Tobias Persson