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
and it is indeed up-to-date with the graphics samples
October 18, 2025 at 9:09 AM
here's a lil sample of the ECS in action, first in the user's code and second in the backend RenderSystem :>
October 18, 2025 at 9:09 AM
the entrypoint is owned by the engine, and it gets linked to the user's code through those function declarations that the user is expected to define
October 18, 2025 at 9:06 AM
am i a graphics programmer yet ?
October 12, 2025 at 1:52 AM
(ignore overwatch in my taskbar that's not relevant to the demonstration)
October 10, 2025 at 5:17 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
surprise !! if you made it this far, you get to see the Neki logo with the proper colours after my dumbass remembered to use srgb format for the swapchain
October 4, 2025 at 4:45 AM
i make it sound more complicated than it is i think sdfjhkfsd
this is it !!
October 4, 2025 at 4:33 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
nvm dont even need msaa, aint a single jaggy in sight 🙄
October 1, 2025 at 3:47 AM
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
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
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
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
that's right baybeeee
vulkan swapchain done :D
September 1, 2025 at 6:57 PM
dont blink yet !! because d3d12 surface support just dropped :>
September 1, 2025 at 5:12 PM
if i close my eyes and imagine a triangle
September 1, 2025 at 4:39 PM
already implemented vulkan surfaces? it's more likely than you think
i can practically smell the triangle

((we are still nowhere near the triangle))
September 1, 2025 at 4:30 PM
dx12 bindless buffer views conquered !!
taking a bit to get used to dx if im being honest but.... to be honest.... a LOT of stuff is proving to be a lot nicer to work with than vulkan....

maybe my previous prejudices towards dx based on dx11 were misplaced. nice going microsoft :>
September 1, 2025 at 12:40 PM