Kahoneki
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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
right as you walk in, kick your feet up on the interviewer's desk and say "enough about me, why should i work for you?"
October 19, 2025 at 1:00 PM
((((and out-of-core rendering with HLODs if i have time........ i just think it'd be cool........))))
October 18, 2025 at 9:20 AM
might be shooting myself in the foot here by saying my plans before ive actually figured out if it'll be possible (this is for a school project so due in a couple months), but id like to try and get 3d physics, networking, and serialisation for saving/loading in before submission....
wish me luck :>
October 18, 2025 at 9:14 AM
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
(ignore overwatch in my taskbar that's not relevant to the demonstration)
October 10, 2025 at 5:17 AM
is it IBL time chat?
October 9, 2025 at 3:13 AM
testing this sample on my laptop running d3d12 at 4k did actually reveal some weird screen tearing issues so ill have to do some investigating there, doesn't happen on vulkan or 1080p dx12 though so probably just some weird dx12 quirk im not familiar with sdfjkhfsd
October 8, 2025 at 8:57 PM
gonna take a break now from the backend stuff so i can spend a while doing fun shading i think :>
October 8, 2025 at 10:54 AM
comms open
October 4, 2025 at 6:04 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
the GPUUploader class also has a EnqueueBufferDataUpload() function which is the same thing but for buffers instead of textures, so in the Texture sample, im batching my texture upload alongside the vertex and index buffer uploads

yap session concluded, thanks for reading :))
October 4, 2025 at 4:34 AM
i make it sound more complicated than it is i think sdfjhkfsd
this is it !!
October 4, 2025 at 4:33 AM
synchronisation is also handled quite nicely i think. when you call Flush() you pass in true/false depending on if you want to stall the calling thread until the flush is finished. If you set it to false, the function returns a fence that will be signalled when it's done so you know when to Reset()
October 4, 2025 at 4:31 AM
this means that a bunch of uploads (like if you had 1000 textures to upload) would all get batched together into a single staging buffer and the transfer commands submitted all at once

once it's done flushing, you call Reset() to clear the staging buffer and reset the command buffer

more below :>
October 4, 2025 at 4:30 AM