Been working on porting my engine to Veldrid
As nice as the fast iteration speed from MonoGame was at the beginning, it was just giving me way too many headaches with its constant shader miscompilations and non-sensical quirks.
Veldrid is certainly far more stable and bugfree than MonoGame ever was when I was using it, and it also gives me some very nice additional features, like Vulkan support, compute shaders, uniform buffer objects, and the ability to compile shaders at runtime.
The code is also far cleaner, and the UBOs are pretty nice. And while it took some time and effort to write, my higher-level abstractions around Veldrid certainly feel a lot better than MonoGame, to be honest.
As usual, RenderDoc
is often a life saver when things don't work as they should. I don't think I would've ever gotten anywhere without it. HIghly recommend it to anyone doing graphics programming work.
After I'm done porting it, I'm probably going to do something like implementing clustered deferred shading with compute shaders, or maybe even working on the scripting language.
Vaguely related to my engine, I've also been reading quite a bit of things on graphics programming, like papers and presentations. It's pretty interesting stuff to read, and a lot of the techniques I read about are pretty cool, interesting or neat.
I also read some frame breakdowns more recently, of Deus Ex: Human Revolution
, DOOM 2016
and Metro Exodus
specifically. These are honestly pretty interesting, specially the DOOM 2016 and Deus Ex ones.
I might read some more from that site. I also read some stuff from the GPU Gems books
available on Nvidia's site - the S.T.A.L.K.E.R deferred shading stuff
was actually a super interesting read, I didn't even know it uses deferred shading.
Last, I'm thinking of making a personal website and/or blog. I'd like to make more posts like this, somewhere it won't get lost.