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Latest Vulkan Activity
One thing to keep in mind is that Unity/Unreal are cross-platform, and those available APIs are generally not. Thus, you will try to use abstractions over the APIs as much as possible, so you can build your game on PC, Linux, Android, iOS, etc… without having to code the same feature 3-4 times in d…
![Matali Physics 6.5 Supports](https://uploads.gamedev.net/news/monthly_2024_05/large.dddf6f0a07b64654a5e0c0429cd1555f.matali-physics-6-5-opt.png)
We are pleased to announce the release of Matali Physics 6.5, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.5 introduces a number of improvements and fixes to Matali Physics Core, Matali Render, Matali Content, Matali Synth and Matali Games m…
![Post-processing effects, advanced PBR materials, USD support - Diligent Engine 2.5.5 packs a lot of new features](https://uploads.gamedev.net/forums/monthly_2024_05/78b805fda54d448c9414751e933f1f2d.ssr-logo.jpg)
Release 2.5.5 of Diligent Engine packs a lot of new features.
Post-Processing Effects
Screen-Space Ambient Occlusion
PBR Material Improvements:
- Clearcoat
- Anisotropy
- Sheen
- Iridescence
Another major new feature is Hydrogent, an implementati…
![Shadow mapping issue in Vulkan with orthographic projection](https://preview.redd.it/shadow-mapping-issue-in-vulkan-v0-02d3fcszxtwc1.png?width=711&format=png&auto=webp&s=c6a69653c7360d8b8b718549d3be42875b0846ba)
@Aressera Thanks for the reply! I've tried playing with the near and far for the light but doesn't seem to improve the situation at all. I really have no idea what's causing the shadow on top of the sphere.
![Castor3D - 3D engine version 0.16.0 has been released.](https://uploads.gamedev.net/news/monthly_2024_04/large.6d2d66a3b65f49f780c3011adb8546e6.Banner-0.16.0.png)
- Implemented clustered rendering.
- Reworked light attenuation as a range.
- Implemented color grading.
- Implemented context blocks in the scene file parser.
- Removed deferred rendering.
- Reworked submesh components like pass components.
- Implemented Mikkelsen tangent space s…
I've tried these things. I tried 5 different methods of attacking the problem, 3 of them with regard to the ray generation section, 2 of them with regard to the light transport section. Perhaps I was missing something trivial. :(
Thanks again so much for your guidance!
![Forward path tracing, part 2 -- announcing results after months of tinkering LOL](https://uploads.gamedev.net/forums/monthly_2024_03/585dbd2eddc546bdbe9fafddd946eb23.image.png)
Yay, some progress : )
Using the commands, i was able to mount the additions disc in Garuda Linux for the first time. I can not update this OS, it says something about missing keys. Trying to install additions anyway, i see compiler errors, probably related to the new Zen Kernel. And i do not really…
![Reading ray tracing result to the CPU and back onto the GPU in order to do image denoising](https://uploads.gamedev.net/forums/monthly_2024_02/4a6029f90bb14e1bb3faf829a97597a3.denoised_noisy.png)
taby said:
Technically, subsurface scattering is not necessary for diffuse reflection. All you do is randomize the surface normal for diffuse reflection.
It's about scale. For diffuse reflection, we can assume the scattering radius is so small we can ignore it, while change in direction is large.
For …
![Room 8 Group’s R&D Unit Unveils REI, an Open Source Tool Enhancing Game Porting and Development](https://uploads.gamedev.net/news/monthly_2024_02/large.388a685339e7400782adfe8d674af392.Dragons-Lake-REI.webp)
Room 8 Group’s Game Development team for PC & Console (Dragons Lake), has made its innovative Render Engine Infrastructure (REI) tool available as an open-source solution. Initially developed to transform game porting, development, and preservation, REI is the result of tireless work carried ou…
![Forward path tracing](https://uploads.gamedev.net/forums/monthly_2024_01/2bb7aad706cd410d9dd6d96971936a57.image.png)
Thanks for all of your insight. I have tried a dozen different ways, but I've yet to make the forward path tracer work properly. Thanks for sharing my pain. LOL
![Matali Physics 6.4 Presents an Innovative, Physics-Based Approach to Wayfinding](https://uploads.gamedev.net/news/monthly_2023_12/large.1193a304158a45efb9f773926a7a3051.matali-physics-6-4-opt.png)
We are pleased to announce the release of Matali Physics 6.4, the significant step on the way to the seventh major version of the environment. Matali Physics 6.4 introduces a number of improvements and fixes to Matali Physics Core, Matali Render, Matali Content, Matali Sound and Matali Games module…
![Path tracing in Vulkan](https://uploads.gamedev.net/forums/monthly_2023_08/1639b730ad5e4f379e8a86a0659c7cb5.image.png)
The fog is not cooperating with me LOL
Looks good, except for some glitches.
So, to get around the glitches, I'm re-doing the fog from scratch.
![Matali Physics 6.2 Presents Parametric Action Fields For Fully Dynamic And Destructible Scenes](https://uploads.gamedev.net/news/monthly_2023_07/large.8d62c39e22034935b8da5ced2528e203.matali-physics-6-2-opt.png)
We are pleased to announce the release of Matali Physics 6.2, the first step on the way to the seventh major version of the environment. The latest version brings changes necessary to implement effective navigation and wayfinding algorithms as well as complex AI behaviors, including group behaviors…
![Vulkan ray tracing app](https://uploads.gamedev.net/forums/monthly_2023_05/007d29a04e124dcdb5b6a838d27b64ad.v_rt_reflect.png)
Thanks again for your input. I’ll perturb the rays and see what it looks like. ?
It turned out to not be a synchronization issue. It was a driver timeout issue. To fix this we'll need to break the screenshot into smaller shots, then write them all to a PNG file when done.
![Vulkan, print-resolution screenshots](https://uploads.gamedev.net/forums/monthly_2023_05/80fdc7a5b43d4c32afc7f2a20ef3acf9.highres.png)
We've gotten large-format screenshots working now. The code is not as complicated as I thought that it would be.
highres screenshotI also applied the same effect to shadows.
I tried doing the onscreen framebuffer, but no luck… it just generates a black image. I’m certain that the key is to render to an offscreen framebuffer. It doesn’t help that I am a total beginner at Vulkan.
Thanks for your time and experaise.
![Castor3D - 3D engine version 0.15.0 has been released.](https://uploads.gamedev.net/news/monthly_2023_05/large.6632b8bee9c24ff1a5e022005828f1db.70fd9bfbdfb1482e97255322c2f21289.Test-3518_ref.png)
- Fixed COM binding, and finished implementation of a basic C# viewer application.
- Implemented support for multiple lighting models in the same scene.
- Improved PCF shadows, sampling a Poisson disk.
- Castor3D now uses a reversed Z buffer.
- Drastically improved overlays preparation and rende…
I had to pass in the transformation matrix to the closest hit shader, which is used to transform the normals.
Besides chromatic aberration and multiple lights, are there other nice things to have in a ray tracer?
![Splitting rays. How to accumulate color?](https://uploads.gamedev.net/forums/monthly_2023_04/9c48c3a687b9474b91d3ee06db2a01e8.split_rays.png)
Nevermind… I got Fresnel refraction working:
![Vulkan ray tracing shadows flaw](https://uploads.gamedev.net/forums/monthly_2023_04/04b63175f0c04c57bed4663b76f08fef.image.png)
The full code is at:
![glTF files](https://uploads.gamedev.net/forums/monthly_2023_04/bd6a417a82034872acb09f92e4322a42.image.png)
I'm still not sure why the mesh is so messed up in some apps. I ended up converting it from STL to glTF using Blender. Works just fine.
So far the book looks great. I have also gotten the Vulkan Cookbook code to work. The books do seem worth it. Any reference helps me because I'm such a beginner at Vulkan.
Thanks for your correspondence.
![Abandoning Vulkan](https://uploads.gamedev.net/blogs/monthly_2023_04/large.93206a02bcd749eeac1bcdb327297703.abvulkan.png)
I am a professional programmer, but I do not develop games for a living. In the past, I have brought you the fine small3d game development library, open source titles like Gloom, Avoid the Bug and Frog Remixed …
![Matali Physics 6.0 Released. 3D Physics Environment As An Innovative Direct Game Creation Solution](https://uploads.gamedev.net/news/monthly_2023_02/large.8e15e6d9f7ad44f493f6f78926c82f96.matali-physics-6-0-opt.png)
We are proud to announce the release of Matali Physics 6.0, the sixth major version of Matali Physics environment. The latest version introduces groundbreaking changes both from the technical and functional side, moving Matali Physics environment to direct game creation solutions.
What is Matali Ph…![Unheard Engine: 2 months Journey of Vulkan Learning](https://thegraphicguysquall.files.wordpress.com/2022/11/unheardengine-1.jpg?w=1024)
*!Long article warning. If you're the type of observing codebase directly. Referring to the project link at the bottom of this post.
All contents below are just forwarding from my word press post.
=======================================================================================================…
![Castor3D - 3D engine version 0.12.0 has been released.](https://uploads.gamedev.net/news/monthly_2022_03/large.large.90e4d8ea61074be49d831e5ec9c1979e.Banner.png)
I'm happy to announce the release of Castor3D, version 0.12.0
Castor3D is a 3D engine written in C++ 17.
It works on Windows and Linux.
It relies on Vulkan as a rendering API, and uses Ashes to extend this support to Direct3D 11 and OpenGL.
Some of the changes:
- Now using RenderGraph to build a frame gra…
![Matali Physics 5.7 Released](https://uploads.gamedev.net/news/monthly_2021_02/large.8c40a23803774330beea26714221713b.matali-physics-5-7.png)
We are pleased to announce the release of Matali Physics 5.7, another significant step on the way to the sixth major version of the environment. Matali Physics 5.7 introduces:
- Support for Universal Windows Platform on Xbox Series X/S
- Support for Android 11 and Android TV 11
- &…
![Matali Physics Becomes An Advanced 3d Physics Environment](https://uploads.gamedev.net/news/monthly_2020_07/c653370f243a48b59039080467bbc541.matali-physics-5-5.png)
We are proud to announce the release of Matali Physics 5.5 a crucial change in the development of Matali Physics engine and a significant step on the road to the sixth main version. As of version 5.5, Matali Physics becomes an advanced 3d physics environment, and the physics engine developed so far…
![A Practical Approach to Managing Resource States in Vulkan and Direct3D12](https://uploads.gamedev.net/monthly_2019_01/programming_cover.png.47249785aed3f3fee08d7cdce6c1260d.png)
Explicit resource state management and synchronization is one of the main advantages and main challenges that modern graphics APIs such as Direct3D12 and Vulkan offer application developers. It makes rendering command recording very efficient, but getting state management right i…