Tag: productions

Entries for tag "productions", ordered from most recent. Entry count: 127.

Pages: 1 2 3 ... 16 >

# VkExtensionsFeaturesHelp - My New Library

Thu
01
Apr 2021

I had this idea for quite some time and finally I've spent last weekend coding it, so here it is: 611 lines of code (and many times more of documentation), shared for free on MIT license:

** VkExtensionsFeaturesHelp **

Vulkan Extensions & Features Help, or VkExtensionsFeaturesHelp, is a small, header-only, C++ library for developers who use Vulkan API. It helps to avoid boilerplate code while creating VkInstance and VkDevice object by providing a convenient way to query and then enable:

The library provides a domain-specific language to describe the list of required or supported extensions, features, and layers. The language is fully defined in terms of preprocessor macros, so no custom build step is needed.

Any feedback is welcome :)

Comments | #productions #vulkan #rendering Share

# AquaFish 2 - My Game From 2009

Thu
06
Aug 2020

I've made a short video showing a game I developed more than 10 years ago: AquaFish 2. It was my first commercial project, published by Play Publishing, developed using my custom engine The Final Quest.

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# Vulkan Memory Allocator - budget management

Wed
06
Nov 2019

Querying for memory budget and staying within the budget is a very needed feature of the Vulkan Memory Allocator library. I implemented prototype of it on a separate branch "MemoryBudget".

It also contains documentation of all new symbols and a general chapter "Staying within budget" that describes this topic. Documentation is pregenerated so it can be accessed by just downloading the repository as ZIP, unpacking, and opening file "docs\html\index.html" > chapter “Staying within budget”.

If you are interested, please take a look. Any feedback is welcomed - you can leave your comment below or send me an e-mail. Now is the best time to adjust this feature to users' needs before it gets into the official release of the library.

Long story short:

Update 2019-12-20: This has been merged to master branch and shipped with the latest major release: Vulkan Memory Allocator 2.3.0.

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# D3D12 Memory Allocator 1.0.0

Mon
02
Sep 2019

Since 2017 I develop Vulkan Memory Allocator - a free, MIT-licensed C++ library that helps with GPU memory management for those who develop games or other graphics applications using Vulkan. Today we released a similar library for DirectX 12: D3D12 Memory Allocator, which I was preparing for some time. Because that's a project I do at my work at AMD rather than a personal project, I won't describe it in more details here, but just point to the official resources:

If you are interested in technical details and problems I had to consider during development or you want to write your own allocator for either Vulkan or Direct3D 12, you may also check my recent article: Differences in memory management between Direct3D 12 and Vulkan.

Comments | #libraries #directx #productions Share

# Slavic Game Jam 2019 and our project

Thu
25
Jul 2019

Over the last weekend I took part in Slavic Game Jam 2019 in Warsaw, Poland. (See website, Facebook event, games at itch.io). It was a big one - over 200 participants, many of them coming from different countries all around Europe. The event started on Thursday with a session of talks in 2 parallel tracks. In the evening there was a pre-party in VooDoo club, with electronic music played from GameBoys and live visuals. The jam started on Friday with the announcement of the theme which was "growth". As always, this was just an inspiration, so participants were free to make any kinds of games.

During the event there was food provided, as well as fruits and vegetables, coffee, and ice cream - all for free, included in the ticket price. Also during the event there was "HydePark" organized in a separate room - something like a small Slot Art Festival where people could reserve time slots to organize their events of any kind - like a talk, a workshop, playing video games, or playing some instruments. It made me wonder if people could come to SGJ, not make any game and still enjoy themselves all the time!

The official communication between the organizers and participants happened on a designated Discord server. Organizers kept us informed about everything what's important by posting announcements to @everyone. And there was a lot happening. For example, they asked us to deliver an exactly 3-second video from our games, from which they later assembled this showreel. They were also making quality photos and posting them during the jam on the Facebook event.

The deadline for games was on Sunday midday. What's interesting is that SGJ was non competitive this time. There were no presentations of the games on stage, no voting or judging by any jury, no winners or prizes. Instead of that, everyone needed to prepare their game to be played by others at their desk. I liked that. I think it might even feel somewhat like preparing a booth at some game expo if taken seriously. Finally, as every good party has a before- and after-party, so in the evening we went to a bar :)

To summarize, I think that in some way it's quite easy to organize a (normal) game jam. You need not invite speakers like for a conference. You need not provide any hardware, as people will bring their own laptops. All you need to do is to have some venue booked for a weekend, and some marketing to invite people to come. Possibly that's why there are so many of such events. My friend once said that taking part in game jams can become a lifestyle - you can go to one almost every week. But SGJ was different. There was so much happening and it was so well organized that I'm sure it required enormous work from everyone involved. Congratulations to the entire crew, KNTG Polygon group from Warsaw University of Technology, volunteers and others!

Regarding the games created during the jam, I could see most of them were developed using Unity. Other technologies were used as well. There were few mobile games, few board games... I couldn't see many VR games. I was developing a game in a team of two, together with my friend Thomas Pendragon - just two programmers. We were planning to use Unreal but we eventually used Unity. We ended up making this game: see entry at itch.io (including binary download for Windows and MacOS).

In our game, you need to "grow" your city by creating a balanced number of places of 5 types (red for building, green for park, blue for water, yellow for airport, gray for road). The city visualization on the left is just eye-candy. You play a tile-matching game like Candy Crush Saga, but with one twist. In the bottom-center there is a Tetris-like indicator that goes up every time you make a match of some color. When all colors are matched, the bottom row is cleared - like in Tetris. If any color goes all the way to the top, you lose, so you need to consider which colors do you match to keep a good balance. That makes the game more strategic. Points are calculated for every match - more if you match 4 or 5 in a row or if something else is matched in the same move. How many points can you reach? The record during the jam was above 1000.

Thomas gave initial idea and designed the game. He did some coding (like the city building on the left), composed the music, added sound effects, made some graphics in Blender, and assembled the rest from some assets. I coded the core logic of the matching game, the whole UI, and juicing, like particle effects and animations.

As a post-mortem of this little project, here is the list of what went right:

What went wrong?

Comments | #productions #competitions #unity #events Share

# Make Your Game Friendly for Graphics Debugging and Optimization - My Talk from Digital Dragons 2019

Fri
07
Jun 2019

I've recently gave a talk at Digital Dragons conference in Kraków, Poland. It wasn't very technically advanced this time. Most of it should be understandable to everyone working on games - artists, programmers, producers... I've published slides on GPUOpen.com blog, along with slides my colleagues presented last month at other events across Europe. See: AMD at Digital Dragons and Vulkanised Conference.

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# WinFontRender - my new library

Thu
14
Mar 2019

Displaying text is a common problem in graphics applications where all you can do is to render textured quads. I've implemented my solution already back in 2007, as part of my old engine The Final Quest 7, which was my master thesis. I've recently come back to this code and improved it because I needed it for the personal project I now work on. Then I thought: Maybe it's a good idea to extract this code into a library? So here it is:

» WinFontRender - small single-header C++ library that renders Windows fonts in graphics applications

It does two things:

1. It renders characters of the font to a texture, tightly packed.

2. It calculates vertices needed to render given text.

Here are more details about the library:

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# Vulkan Memory Allocator Survey March 2019

Mon
04
Mar 2019

Are you a software developer, use Vulkan and the Vulkan Memory Allocator library (or at least considered using it)? If so, please spend a few minutes and help to shape the future of the library by participating in the survey:

» Vulkan Memory Allocator Survey March 2019

Your feedback is greatly appreciated. The survey is anonymous - no personal data is collected like name, e-mail etc. All questions are optional.

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