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rajaryan1492007

@rajaryan1492007

Joined June 1st, 2026

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i Don't know how explain about this but simply i contributed to blender it take lot of time i st blender code when i st my another project game engine compare to o3de and engine blender feel little easier bcuz i was little familier from st so i st making engine taking refernece from it as to mostly what i do is with ai or without i first understand math etc bcuz blender have too math etc but i left the part module and crazyspace type things and focus more on eevee and rendering i know devlog is less bcuz there nothing to say my self i don't feel like it too confussing but some after asking maintainer etc i was able make pr and some get merged link https://github.com/blender/blender/commit/c706f68c68789be7a0576e0df8509f2b8388be8a

https://projects.blender.org/blender/blender/pulls/160821
https://projects.blender.org/blender/blender/pulls/160420
https://projects.blender.org/blender/blender/pulls/160382

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  1. so from now not developing any feature in Game engine for some weeks and Adding fallback to 1.1 to 1.4 vulkan bcuz lot of problem andriod don’t support 1.3 mostly and many gpu like intel have bug in bindless so just adding other to fallback bcuz other are also not good nvidia and amd also have some problem

  2. add buildbot that will test like github don’t support gpu
    to test most probably i will test in software cpu and build system so user can compile and run thing without having any problem so at last only problem left is gpu vendor specific that i will cover through blender o3de engine that how engine can run in most gpus

i give better doc or reference next time to show it but it very hard and take month to search so that it

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This project has been a daily labor of love for over a year. Over the last 4 to 5 months, I completely rewrote the entire rendering backend, moving away from a legacy OpenGL state machine to an explicit Vulkan pipeline. Along the way, I completely redesigned the Rendering Hardware Interface (RHI) to align with modern graphics architectures.

Welcome to UNHUMAN! You are completely free to clone and compile this engine, but please read this first:

->The 50/50 Rule: This is a custom, explicitly defined Vulkan engine currently tailored to a Ryzen/Vega Windows environment. Because Vulkan does not hide driver-level differences (NVIDIA vs. AMD vs. Intel), there is roughly a 50/50 chance it will compile flawlessly or completely explode on your specific GPU setup.

->The Easy Way Out: If you attempt to build the project and hit Vulkan validation errors, device-lost crashes, or strict compilation failures, please do not waste your time trying to debug my RHI! * Visual Verification: If the build fails on your hardware, simply watch the YouTube Walkthrough Video linked below. It contains the full visual proof of the engine running, rendering, and functioning on the native development machine.

link -> https://youtu.be/CHDIU61auYo

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