Kahoneki
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kahoneki.com
Kahoneki
@kahoneki.com
https://kahoneki.com/
🍓 Graphics Enthusiast and Maths Enjoyer :]]]]
🌟 She/Her
🎮 Currently working on a Vulkan/DX12/PS5 Render Engine
📖 3rd Year Computer Games Technology Student @ Abertay University
if the universe turns out to be deterministic im making all my objects constexpr
October 19, 2025 at 7:08 AM
been a lil while since the last update, but ive been busy converting my render engine to a fully fledged game engine !!

this has involved writing my own ECS framework which has taken up most of my time asdfjfhkdsj but it's done now :>

details below !
October 18, 2025 at 9:05 AM
am i a graphics programmer yet ?
October 12, 2025 at 1:52 AM
just got done adding MSAA and SSAA support to the vulkan side of things :>

the 1st image is with no anti aliasing, the 2nd image is with 8x MSAA (notice how the geometry edges are anti aliased but the textures are still jaggy, classic MSAA 🙄), and the 3rd is 4x SSAA

video in replies !!
October 10, 2025 at 5:17 AM
fixed the lighting !! looks a lot better now (had many issues with my tbn matrix n whatnot, classic tbn matrix amirite)
October 9, 2025 at 3:12 AM
day 1 of PBR, this is just copied over from my old vulkan framework so it doesn't look great but it's a start !! and i can confirm all the textures (albedo, normal, roughness, metallic, ambient occlusion, and emissive) are being loaded correctly :>

also this is working on dx12 and vulkan
October 8, 2025 at 8:55 PM
took a full day of locking tf in but textured models are finally implemented, works on both d3d12 and vulkan
October 8, 2025 at 10:53 AM
camera camera camera camera !!!!
October 7, 2025 at 4:21 AM
cube cube cube cube !!!!
October 6, 2025 at 4:56 AM
i should really get back to work on dx12 but i soooo don't wanna boot up windows....

anyway, i got image loading working on vulkan :>
October 4, 2025 at 4:21 AM
textures and samplers implemented in vulkan !!
for now im just hardcoding in some colour bytes, will get round to actual image loading with stb soon enough.
first though ive got quite a bit of catching up to do with dx12....
October 3, 2025 at 5:23 PM
nothing gets me going in the morning more than the knowledge of a solution i spent 8 hours yesterday implementing needs to be entirely scrapped
October 2, 2025 at 2:30 PM
triangle complete!!
it's been a while O_O but ive been spending a lot of time getting synchronisation compatible on two APIs that really dont want to be compatible.
fences and semaphores aside, here's my triangle !! she's been tested and works on dx12 for win and vulkan for win/linux :))
October 1, 2025 at 1:11 AM
the hardest part of making this cross-api vulkan/d3d12 engine is just setting up the underlying system in a way such that the same code produces the same results on both apis

the past week of my life has been spent trying to make sure that if it dont work in one api, it shouldn't work in the other
September 24, 2025 at 1:39 AM
as previously promised, the prophecy proclaimed; the bio has changed, 2nd year tamed.

3rd year here i come 🫡
September 14, 2025 at 11:24 PM
andddd that's d3d12 shaders and pipelines complete !! took a bit of messing around to get things synced up with vulkan (supersampling had to go unfortunately) but it's all good now :>

i think the final thing im missing is synchronisation objects (and the commands....), then it's triangle time !!
September 14, 2025 at 11:18 PM
everyday i become more infatuated with the stencil buffer, ill need to take some time away at some point to just mess around with it and see what devious things i can get up to
September 13, 2025 at 3:08 PM
shaders and pipelines and bears, oh my !!
that's shaders (vertex, fragment, and compute) and pipelines (graphics and compute) set up and working in vulkan now !!

i can practically taste the triangle.... but it will have to wait, d3d12 calls and it's ALREADY started being a pain in the ass
September 13, 2025 at 3:03 PM
the more i work on this vulkan/d3d12 engine, the more i realise that vulkan has spent years just trying to emulate what d3d12 does
September 10, 2025 at 12:30 PM
wondering how long i can get away with having 2nd year in my bios....
today is the first day of freshers week, am i officially a 3rd year? think i will leave it until next monday, that's when my first class is after all....
September 8, 2025 at 12:43 PM
finally.... refactoring complete....
very happy with the codebase now, on to pipelines !!
September 8, 2025 at 12:42 PM
that's the d3d12 swapchain complete !!
very happy with the architecture for it, so much so i think i might spend a bit of time going back and cleaning up some of these other classes....
September 6, 2025 at 11:51 AM
HELLO
BEEN A WHILE
BEEN REFACTORING

ALL IS WELL

the ISwapchain class now uses the ITexture and ITextureView classes instead of forcing VulkanSwapchain to use VkImage and VkImageView (what was i thinking when i wrote that....)
September 5, 2025 at 12:25 PM
hm? is there anything i love more than refactoring? no i dont think so.

the sheer dopamine i get from sitting and writing boilerplate for hours? nothing better.

would i rather be doing literally ANYTHING else with my time than repaying my technical debt? no~
September 3, 2025 at 10:36 AM
that's right baybeeee
vulkan swapchain done :D
September 1, 2025 at 6:57 PM