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4h 39m 57s logged

I messed something up and m editor wasnt responding I couldt click anything. I was trying to fix it almost 5 hours. What I fixed? - vulkan and SDL were recreating while turning MSAA on and GPU was loosing context

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3h 16m 35s logged

Editor Update

The editor has been significantly improved and now looks much better.

Cross-Platform Support

The editor no longer depends on the Windows API, which means it should work on both Windows and Linux.

Technology Stack

The original goal was to use only:

  • C++
  • Vulkan SDK
  • SDL3
  • GLM

These are all standard components that come with a typical Vulkan development setup.
After further research, Dear ImGui was also added.
It is currently the only third-party dependency.

Performance

  • Both the Scene View and Game View are capped at 60 FPS.
  • The Scene View captures the 90th frame of the particle effect so that it remains static.

Next Steps

Focus will now shift to expanding the editor’s functionality.

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4h 3m 32s logged

Particle System

I was trying to add .glb models importer but this is very hard to do without third parties dependencies and i messed up something - Tree looks flat(second attachment).

After many failed attempts I decided to start making particle system, as you can see it looks good. It is also optimized.

FPS drop which you can see on video is caused by cmake compilation in background.

I hope you like my particles :)

All of this is made in C++ and the Vulkan SDK.

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2h 49m 14s logged

Progress Update – Last 3 Hours

Focused on two main things:

  1. Engine Optimization
  2. Font Rasterizer – added support for rendering fonts in the HUD

Optimizations:

  • Integrated VMA (Vulkan Memory Allocator)
  • Added object instancing
  • Fixed a buffer bug that was causing a memory leak

Image:

Cube made of 30×30×30 (27 000) smaller cubes + HUD with rendered font.

All of this is made in C++ and the Vulkan SDK.

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5h 45m logged

Engine Updates

  • Added GPU-driven Hi-Z culling
  • Added canvas — you can now make HUDs
  • Optimized scenes a little
  • Added Scene Serializer
  • Added Asset Manager
  • Added Color class — you no longer have to work with plain vectors

Showcase

On the image you can see a cube made from 30×30×30 smaller cubes, each one casting a shadow.
In the bottom-left corner you can see the canvas.

All of this is made in C++ and the Vulkan SDK.

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48m 6s logged

I finished my previus project so now i can have two concurrent - this and c++/cuda custom llm. Successfully rendered triangle :) Its only about ~1000 lines of code. I used offical tutorial for start.

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