Sepehr Taghdisian
septag.bsky.social
Sepehr Taghdisian
@septag.bsky.social
Programmer - Ubisoft Berlin
https://github.com/septag
The best kind of apps, are system/device configuration web apps 🤌
May 28, 2025 at 8:44 AM
My hobby engine's asset manager design document: septag.dev/blog/posts/j...
Folks who want to create their own async/hot-reload asset system, might find this useful as well.
May 23, 2025 at 4:55 PM
Reposted by Sepehr Taghdisian
I was interviewed on the Wookash Podcast. I talk about my career, programming, and how I created 10x. Enjoy!
youtu.be/1sdjQ7uTziw
If you're serious about programming, listen to Stewart Lynch
YouTube video by Wookash Podcast
youtu.be
April 5, 2025 at 2:39 PM
Keeping those compile times lean and healthy :)
December 28, 2024 at 7:28 PM
Nice! With the new improved Vulkan backend, separate transfer queue and batch upload submission, the performance of this drastically improved. Now for 1.4GB of unbaked asset data, it takes 1.5 secs.
For baked assets (loaded from cache), it takes 270ms (5.2 GB/s). Very close to my SSD drive speed.
Asset manager test. First working implementation. It loads stuff in chunks. so here, each chunk is around 60MB of data (texture+model). It's pretty much a snap (~30-40ms for each chunk).
In total, 1.4 GB of asset data loads in 700 ms. if not baked, then baking all 512 assets takes 2.2 secs.
December 28, 2024 at 7:28 PM
After 6-7 yrs of wanting to learn a modern graphics API, I finally managed to put enough time into learning Vulkan. I think I finally got comfortable with it so that validation errors don't freak me out and I usually have a good idea what's going on. (1/5)
December 27, 2024 at 9:27 PM
Asset manager test. First working implementation. It loads stuff in chunks. so here, each chunk is around 60MB of data (texture+model). It's pretty much a snap (~30-40ms for each chunk).
In total, 1.4 GB of asset data loads in 700 ms. if not baked, then baking all 512 assets takes 2.2 secs.
November 13, 2024 at 1:09 PM
Reposted by Sepehr Taghdisian
having a good asset system is so important because it provides the "well" from which all other engine subsystems "drink" their data. any shit factor is multiplied by the number of things that deal with the asset system, and that number is roughly "all of them".
November 5, 2024 at 12:40 AM