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Media Summary: In this video we fix the remaining issues with the In this video we detour from the editor application in order to discuss and begin the In this video we work on gathering the data for the

Implementing The Rendergraph Kohi Ep - Detailed Analysis & Overview

In this video we fix the remaining issues with the In this video we detour from the editor application in order to discuss and begin the In this video we work on gathering the data for the In this video we fix a few resizing issues with the In this video we add the ability to have multiple renderpasses, and take a few small steps toward future pipeline configurability. In this video, we continue our simple scene work by hooking up objects and lights for rendering and moving things like frustum ...

In this video we take another step towards the view system by setting up structures for render targets and configurable ... This video is the first part of a refactor effort to make render views more flexible and configurable. This is a 2-part video, with the ... This video is the second (and last, for now) part of a refactor effort to make render views more flexible and configurable. This is a ... In this video, we begin the construction of a flexible shader system with an overview and refactoring of the existing material and UI ... In this video, we wrap up the shader system, integrate it into the material system, perform some interface simplification and ... This video generalizes the current Vulkan buffer into a generic Renderbuffer, accessible by the frontend. This is required by the ...

This video discusses the architecture, design and lifecycle of This sessions' focus is to start to move away from the hardcoded nature of the rendering. The inspiration for this is from a ...

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Implementing the Rendergraph (Kohi Ep. 130, Live Stream 2023.08.31)
Completing the Rendergraph (for now) (Kohi Ep. 134, Live Stream 2023.09.14)
Adding a Rendergraph to the Game Engine (Kohi Ep. 129, Live Stream 2023.08.30)
Rendergraph Passes, Part 2 (Kohi Ep. 132, Live Stream 2023.09.07)
Rendergraph Data Gathering (Kohi Ep. 133, Live Stream 2023.09.13)
Fixing Rendergraph Bugs and Staging Buffer Refactor (for now) (Kohi Ep. 135, Live Stream 2023.09.20)
Rendergraph Passes, Part 1 (Kohi Ep. 131, Live Stream 2023.09.06)
Kohi #039: Multiple Render Passes (Vulkan Game Engine Series)
Hooking Up Rendering of Objects (Loading and Unloading works!)(Kohi Ep. 98, Live Stream 2023.03.16)
Kohi #059: Render Targets and Configurable Renderpasses (Vulkan Game Engine Series)
Render View Configurability, Part 1 (Kohi #77, Vulkan Game Engine Series)
Kohi #020: Vulkan Framebuffers and Sync Objects (Vulkan Game Engine Series)
View Detailed Profile
Implementing the Rendergraph (Kohi Ep. 130, Live Stream 2023.08.31)

Implementing the Rendergraph (Kohi Ep. 130, Live Stream 2023.08.31)

In this video we

Completing the Rendergraph (for now) (Kohi Ep. 134, Live Stream 2023.09.14)

Completing the Rendergraph (for now) (Kohi Ep. 134, Live Stream 2023.09.14)

In this video we fix the remaining issues with the

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Adding a Rendergraph to the Game Engine (Kohi Ep. 129, Live Stream 2023.08.30)

Adding a Rendergraph to the Game Engine (Kohi Ep. 129, Live Stream 2023.08.30)

In this video we detour from the editor application in order to discuss and begin the

Rendergraph Passes, Part 2 (Kohi Ep. 132, Live Stream 2023.09.07)

Rendergraph Passes, Part 2 (Kohi Ep. 132, Live Stream 2023.09.07)

In this video we

Rendergraph Data Gathering (Kohi Ep. 133, Live Stream 2023.09.13)

Rendergraph Data Gathering (Kohi Ep. 133, Live Stream 2023.09.13)

In this video we work on gathering the data for the

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Fixing Rendergraph Bugs and Staging Buffer Refactor (for now) (Kohi Ep. 135, Live Stream 2023.09.20)

Fixing Rendergraph Bugs and Staging Buffer Refactor (for now) (Kohi Ep. 135, Live Stream 2023.09.20)

In this video we fix a few resizing issues with the

Rendergraph Passes, Part 1 (Kohi Ep. 131, Live Stream 2023.09.06)

Rendergraph Passes, Part 1 (Kohi Ep. 131, Live Stream 2023.09.06)

In this video we

Kohi #039: Multiple Render Passes (Vulkan Game Engine Series)

Kohi #039: Multiple Render Passes (Vulkan Game Engine Series)

In this video we add the ability to have multiple renderpasses, and take a few small steps toward future pipeline configurability.

Hooking Up Rendering of Objects (Loading and Unloading works!)(Kohi Ep. 98, Live Stream 2023.03.16)

Hooking Up Rendering of Objects (Loading and Unloading works!)(Kohi Ep. 98, Live Stream 2023.03.16)

In this video, we continue our simple scene work by hooking up objects and lights for rendering and moving things like frustum ...

Kohi #059: Render Targets and Configurable Renderpasses (Vulkan Game Engine Series)

Kohi #059: Render Targets and Configurable Renderpasses (Vulkan Game Engine Series)

In this video we take another step towards the view system by setting up structures for render targets and configurable ...

Render View Configurability, Part 1 (Kohi #77, Vulkan Game Engine Series)

Render View Configurability, Part 1 (Kohi #77, Vulkan Game Engine Series)

This video is the first part of a refactor effort to make render views more flexible and configurable. This is a 2-part video, with the ...

Kohi #020: Vulkan Framebuffers and Sync Objects (Vulkan Game Engine Series)

Kohi #020: Vulkan Framebuffers and Sync Objects (Vulkan Game Engine Series)

This video continues the

Render View Configurability, Part 2 (Kohi #77.5, Vulkan Game Engine Series)

Render View Configurability, Part 2 (Kohi #77.5, Vulkan Game Engine Series)

This video is the second (and last, for now) part of a refactor effort to make render views more flexible and configurable. This is a ...

Kohi #045: Shader System Part 1 (Vulkan Game Engine Series)

Kohi #045: Shader System Part 1 (Vulkan Game Engine Series)

In this video, we begin the construction of a flexible shader system with an overview and refactoring of the existing material and UI ...

Kohi #048: Finalizing the Shader System (Vulkan Game Engine Series)

Kohi #048: Finalizing the Shader System (Vulkan Game Engine Series)

In this video, we wrap up the shader system, integrate it into the material system, perform some interface simplification and ...

Kohi #072: Generic Renderbuffers (Vulkan Game Engine Series)

Kohi #072: Generic Renderbuffers (Vulkan Game Engine Series)

This video generalizes the current Vulkan buffer into a generic Renderbuffer, accessible by the frontend. This is required by the ...

144 - Render Graph Refinement

144 - Render Graph Refinement

This session focuses on refining the

Kohi #012: Renderer Overview (Vulkan Game Engine Series)

Kohi #012: Renderer Overview (Vulkan Game Engine Series)

This video discusses the architecture, design and lifecycle of

138 - RenderGraph: Resolve and Copy Jobs

138 - RenderGraph: Resolve and Copy Jobs

This sessions' focus is to start to move away from the hardcoded nature of the rendering. The inspiration for this is from a ...

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