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Hello everyone! How have you been ? A little more than a year has passed since my last post, but for a good reason! Last year was all …

The sprites rendered with 1 draw call using the techniques described in this article. Overview Sprite batching is one of the …

Overview Here is a very short article on how to use Vulkan bindless features. All the relevant c++ code is into gpu_device_vulkan.cpp …

Overview Recently on Twitter there was an interesting conversation about GPU-Driven line rendering. This reminded me of a system that I …

Overview We will go through all the logical steps (and the code!) to write a binary serializer that supports versioning and memory …

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