Jump to content
  • Advertisement


  • Content count

  • Joined

  • Last visited

Community Reputation

476 Neutral

About jakovo

  • Rank

Personal Information

  • Interests
  1. forget it this post... the problem was not in the code, the source code string buffer was not ending with '\0' so that caused compilation issues...   sorry for taking your time!
  2. Hi everyone,   Is there any particular restriction on the number of SSBO I can use in a compute shader?...   in the code below, as soon as I write the code of Input2 the code fails to compile... if I remove it the compilation goes ok. #extension GL_ARB_compute_shader : enable #extension GL_ARB_shader_storage_buffer_object : enable layout(std430) buffer; layout(binding = 0) buffer Input0 { float array1[]; }; layout(binding = 1) buffer Input1 { float array2[]; }; // if I only remove this one, the code compiles ok layout(binding = 2) buffer Input2 { float array3[]; } layout(local_size_x = 128) in; void main() { } . I did a search to see if there were any restrictions on the number of SSBO I can use or something, but nothing that could hint at what might be the problem... any ideas?
  3. Is there any good material out there about writing an engine for Dx12/Vulkan?...   I'm starting to get into DX12/Vulkan, I've written a small engine for Dx11/9 before, but as I understand, writing an engine for the new APIs requieres a different approach, and its architecture should be somehow different from that of traditional DX11/OpenGL...  so I'd like to read a little bit about what should I keep in mind when re-writing my engine for the new APIs.   Thanks
  4. jakovo

    Custom Shader Builder

    Thanks Hodgman,   That's sounds exactly for what I was looking for. So I just have to create a C# app which runs the fx compiler with the different arguments, and tell Visual Studio to use that app when building the solution, instead of fxc.exe... sounds much easier than I initially thought.   I thought I'd have to build some kind of VisualStudio macro of such.   Thanks!
  5. Hi everyone,   I want to make a custom shader builder for my shaders, so that I can build multiple times the same file setting different #defines... this way I can write a shader once, with multiple #defines setting the behaivor for when the engine provides a normalmap or uses x number of lights, if it has transparency, etc.   I believe this is called an Ubershader.     Has anyone built a custom builder in VisualStudio to do something like this? Or does anyone know of examples at how it can be done?.. I have no idea how to tell VisualStudio to build multiple times the same file passing different arguments.   Thanks!
  6. I've worked a couple of games were we did this splitting... in both cases we had the engine know what bone would be used to split an animation from...   For example, your artist could create a running animation, a shooting animation independently....this way we set to use the pelvis as the spliting bone... so you could run the shooting animation from the pelvis upwards (ignoring it from the pelvis downwards), and the running animation from the pelvis downwards (ignoring the upper part of the animation).... and you would get a "running and shooting" animation....    The same could be done with the head, we could specify the neckbone for splitting animations, so that we could rotate the head depending on where the user was looking at (not animated by the arstist), and everything below would be animated accordingly depending on the current action by the player (running, shooting, standing still, etc).
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!