Efficient binding of shader resources

Since my last post I’ve discovered a couple of more resource types that I feel it makes sense to expose through the tm_renderer_resource_command_buffer_i interface. Today we will take a closer look at one of them, which we call a resource binder. It can best be described as a graphics API agnostic object holding references to a number of resources (buffers, textures, etc) that should be bound to a shader.

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Tobias Persson

Finding Alignment

Finding alignment in your work is imperative to a well-balanced life. There have been too many times when myself and my past colleagues have found ourselves misaligned on things, which can be disruptive, not only to the work at hand, but also to our mental well-being. I’ve witnessed this sort of misalignment send projects into disarray; sometimes this can be corrected back into place, but other times it can spell disaster over the long term. »

Tricia Gray

Little Machines Working Together (Part 1)

What we are building at Our Machinery is not so much a single monolithic thing as a collection of little things that can be configured and assembled in various ways in order to create many wondrous things (or so we hope!). This is why we refer to the project as The Machinery — it’s a lot of little machines, all working together.

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Niklas Gray

A modern rendering architecture

Over the last few weeks I’ve been deep into exploration mode, sketching out and prototyping the rendering API that we will provide in The Machinery. By “rendering API” I basically mean a cross-platform, graphics API agnostic library for preparing and issuing draw and compute work targeting one or many GPUs.

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Tobias Persson

Quality Life, Quality Work

Two blog entries ago, Tobias touched upon some good practices when wanting to maintain a fast, stable development speed. Perhaps counter-intuitively to some, his first rule of thumb was:

Decide that your private life is at least equally important as work. Don’t do overtime unless absolutely necessary.

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Tricia Gray