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[EXCLUSIVE VIDEO] Answering Questions & Hazel's New Renderer (Part 2)

🕑 Added 2023-05-09 11:43:11 +0000 UTC

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PiotrD

Have you thought about making a some fun series about analyzing how existing games render stuff? Imagine some scene from GTA 5 or Witcher 3. You got a bunch of trees, buildings, NPCs, road, grass, buildings, pickable items, maybe players. Ofc you would have to kinda guess what is happening under the hood and these games are probably heavily optimized and the implementation might be very specific. But i'm trying to think about how would i code that stuff - which parts of my scene should i attempt to batch render, some stuff would be instanced, other things could be rendered one-by-one by individual draw calls. If things are animated/change position/colors would that be done using uniforms or by updating the buffer. There is a video on youtube called "Witcher 3 game frame rendering timelapse" and i'm trying to imagine how that render loop looks like :D Thank you!

Tesla Coil

Thank you for the in depth answer about how the DescriptorSetManager works. The next logical things would be how the compute render passes and compute pipeline works, especially for something like bloom. How the synchronization is done? Really interesting. Also I really wanna see the creation of a new Render Pass, new Pipeline, new shader... would be amazing!


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