He/Him | Programming and Games and Tools and Design | Senior Engineer at Day III, previously @StudioGobo, @RareLtd | DM's always open | Opinions are my own
As my time at Studio Gobo has sadly come to a close, I'm looking for new exciting opportunities. Maybe within games, but I'm also broadening my horizons a little.
@mikulasflorek I appreciate it! I'm taking some time right now to integrate it into some larger projects to really get a feel for things before I continue with any feature work, so I'll be updating the repo with some thoughts and plans soon
@ForrestTheWoods I wish we relied less on codegen in C++ and got reflection already, I'd much rather write a few lines of code to impl things than have a 1500+ line unreadable mess be spat out
@TheGingerBill What's really insidious about reordering imo is that if you introduce intentional padding (eg to mitigate false sharing etc) you could eat a huge perf penalty cause the compiler is being "smart" for you
Vulkan people - is there a cost associated with specifying a push constant range that's not fully used? Is it reserved?
I'm setting up a bindless thing and it'd be nice if I could reuse the one pipeline layout everywhere
@wowitszero Yeah shader objects force you to use dynamic rendering - I was trying to use VK 1.3 wholesale where dynamic rendering is core but standard_validation stops reporting for me if i do π₯²