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Media Summary: In this video we take a first pass at solving the In this video, we continue the construction of a flexible shader system by creating a generic renderer-level interface and prepare ... This video continues the implementation of

Kohi 062 Transparency Vulkan Game - Detailed Analysis & Overview

In this video we take a first pass at solving the In this video, we continue the construction of a flexible shader system by creating a generic renderer-level interface and prepare ... This video continues the implementation of In this video, we further extend the lighting system by adding point lights and some debug rendering modes. In this video, we describe and setup uniforms and In this video we make texture maps play a bigger role in the renderer by moving samplers to be held by them. We also make them ...

In this video, we wrap up the shader system, integrate it into the material system, perform some interface simplification and ... In this video, before continuing on, we resolve some long-standing (as well as some new) bugs that have been reported. 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 ... 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 finally draw something to the new UI "layer", or pass, allowing us to visualize the different layers. In this video, we add a Texture System to manage textures as well as a few supporting bits such as a hashtable.

In this video we take another step towards the view system by setting up structures for render targets and configurable ... In this video we implement the beginnings of a camera system, in preparation for the upcoming view system. In this video, we add the ability to load textures from disk. We also hook up the functionality to allow texture swapping on the fly ...

Photo Gallery

Kohi #062: Transparency (Vulkan Game Engine Series)
Kohi #047: Shader System Part 3 (Vulkan Game Engine Series)
Kohi #019: Vulkan Command Pools and Buffers (Vulkan Game Engine Series)
Kohi #052: Point Lights and Debug Modes (Vulkan Game Engine Series)
Kohi #029: Uniforms and Descriptors (Vulkan Game Engine Series)
Kohi #057: Enhancing Texture Maps (Vulkan Game Engine Series)
Kohi #048: Finalizing the Shader System (Vulkan Game Engine Series)
Kohi #015: Vulkan Surface and Physical Device (Vulkan Game Engine Series)
Kohi #069: Bug Fix Pass (Vulkan Game Engine Series)
Render View Configurability, Part 1 (Kohi #77, Vulkan Game Engine Series)
Kohi #045: Shader System Part 1 (Vulkan Game Engine Series)
Kohi #040: Drawing to the UI Layer/2D Geometry (Vulkan Game Engine Series)
View Detailed Profile
Kohi #062: Transparency (Vulkan Game Engine Series)

Kohi #062: Transparency (Vulkan Game Engine Series)

In this video we take a first pass at solving the

Kohi #047: Shader System Part 3 (Vulkan Game Engine Series)

Kohi #047: Shader System Part 3 (Vulkan Game Engine Series)

In this video, we continue the construction of a flexible shader system by creating a generic renderer-level interface and prepare ...

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Kohi #019: Vulkan Command Pools and Buffers (Vulkan Game Engine Series)

Kohi #019: Vulkan Command Pools and Buffers (Vulkan Game Engine Series)

This video continues the implementation of

Kohi #052: Point Lights and Debug Modes (Vulkan Game Engine Series)

Kohi #052: Point Lights and Debug Modes (Vulkan Game Engine Series)

In this video, we further extend the lighting system by adding point lights and some debug rendering modes.

Kohi #029: Uniforms and Descriptors (Vulkan Game Engine Series)

Kohi #029: Uniforms and Descriptors (Vulkan Game Engine Series)

In this video, we describe and setup uniforms and

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Kohi #057: Enhancing Texture Maps (Vulkan Game Engine Series)

Kohi #057: Enhancing Texture Maps (Vulkan Game Engine Series)

In this video we make texture maps play a bigger role in the renderer by moving samplers to be held by them. We also make them ...

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 #015: Vulkan Surface and Physical Device (Vulkan Game Engine Series)

Kohi #015: Vulkan Surface and Physical Device (Vulkan Game Engine Series)

This video continues the implementation of

Kohi #069: Bug Fix Pass (Vulkan Game Engine Series)

Kohi #069: Bug Fix Pass (Vulkan Game Engine Series)

In this video, before continuing on, we resolve some long-standing (as well as some new) bugs that have been reported.

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 #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 #040: Drawing to the UI Layer/2D Geometry (Vulkan Game Engine Series)

Kohi #040: Drawing to the UI Layer/2D Geometry (Vulkan Game Engine Series)

In this video we finally draw something to the new UI "layer", or pass, allowing us to visualize the different layers.

Kohi #035: Texture System (Vulkan Game Engine Series)

Kohi #035: Texture System (Vulkan Game Engine Series)

In this video, we add a Texture System to manage textures as well as a few supporting bits such as a hashtable.

Kohi #025: Vulkan Shader Modules (Vulkan Game Engine Series)

Kohi #025: Vulkan Shader Modules (Vulkan Game Engine Series)

In this video, we setup the

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 ...

Kohi #060: Camera System (Vulkan Game Engine Series)

Kohi #060: Camera System (Vulkan Game Engine Series)

In this video we implement the beginnings of a camera system, in preparation for the upcoming view system.

Kohi #034: Loading and Swapping Textures (Vulkan Game Engine Series)

Kohi #034: Loading and Swapping Textures (Vulkan Game Engine Series)

In this video, we add the ability to load textures from disk. We also hook up the functionality to allow texture swapping on the fly ...

Kohi #016: Vulkan Logical Device and Queues (Vulkan Game Engine Series)

Kohi #016: Vulkan Logical Device and Queues (Vulkan Game Engine Series)

This video continues the implementation of

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