Archives
- 13 Sep Measuring fireEngine's CPU work before adding another thread
- 12 Sep Proving fireEngine's secondary command path before measuring it
- 04 Sep Mapping fireEngine's path to multithreaded rendering
- 02 Sep Closing fireEngine 0.8 with focused ownership and executable scenarios
- 31 Aug Making fireEngine's presentation state replaceable
- 30 Aug Animating fireEngine's transforms without rebuilding resources
- 29 Aug Adding a camera, depth, and culling to fireEngine
- 28 Aug Compiling and sampling fireEngine's first texture
- 27 Aug Introducing format-neutral scene content to fireEngine
- 23 Aug Extending fireEngine's descriptions without introducing Vulkan
- 22 Aug Giving fireEngine's imported transforms enough vocabulary
- 20 Aug Growing fireEngine into an animated glTF renderer
- 18 Aug Turning fireEngine's renderer into the Vulkan facade
- 16 Aug Preparing fireEngine's scene data explicitly
- 14 Aug Building fireEngine's first scene graph
- 12 Aug Describing fireEngine's render assets without Vulkan
- 10 Aug Giving fireEngine a small maths vocabulary
- 09 Aug Testing fireEngine without a GPU
- 08 Aug Refactoring fireEngine for what comes next
- 05 Aug Rendering fireEngine's first triangle
- 04 Aug Preparing fireEngine's first frame in flight
- 03 Aug Creating fireEngine's first graphics pipeline
- 01 Aug Preparing fireEngine for its first frame
- 31 Jul Connecting fireEngine to its first Vulkan device
- 30 Jul Creating fireEngine's Vulkan foundation
- 27 Jul Building fireEngine with a cleaner design