581656568b
Debug options: Stop moving light, camera and cubes. F1 to have free camera
Patedam2026-02-23 22:05:46 -05:00
3277624ec2
Support lighting using a graphics buffer that is kep open!
Patedam2026-02-23 19:24:57 -05:00
4312ecd172
Fix crash on linux with proton
Patedam2026-02-22 22:22:42 -05:00
1056301981
Fix some errors with meshrenderer moving to engine that gemini didnt have time to fix Will have to resync how to load more meshes. Probably need a command to do it but for now not needed.
Patedam2026-02-22 17:47:46 -05:00
932c45d844
New skyboxrenderer + moved meshrenderer inside engine and out from main to clean that up
Patedam2026-02-22 17:16:21 -05:00
431015f009
Added rotation functions for matrix
Patedam2026-02-22 11:24:59 -05:00
a7947bfa17
Made MeshRenderer able to take a matrix transform for each mesh, and we are now able to draw 100 cubes. Claude OPus helpes with implementation
Patedam2026-02-21 23:27:27 -05:00
8e83cd32f6
Fixed MeshRenderer, our cube is now totally drawn by mesh renderer !
Patedam2026-02-21 22:45:20 -05:00
2362cefbc0
Fixed imgui and debug display renderer (nothing was actually broken but request were never flushed ... )
Patedam2026-02-21 18:35:39 -05:00
bbd1095227
Some bug fix + debug level log that is not displayed by default
Patedam2026-02-21 18:16:13 -05:00
49fc0a24d1
Meshrenderer first step. Adding logs to debug a weird crash since the add of mesh renderer and some clean up.
Patedam2026-02-21 14:04:02 -05:00
87831d0fd6
Added basic concept of Mesh Right now can create a quad or a cube. Need a mesh renderer taht keep the buffer and all to optimally handle the mega buffer.
Patedam2026-02-15 17:44:48 -05:00
c2a5cb84b2
made claude opus update the skills and workflow
Patedam2026-02-15 13:35:49 -05:00
4ca3ef1706
Added temp arena and use it in hot reload
Patedam2026-02-15 13:33:27 -05:00
38f8662d80
Fixing some VectorArena to use external arena and reduce the number of alloc. Made the passing of name to arena more flexible
Patedam2026-02-14 22:28:32 -05:00
f8fd1dc05e
Merge pull request 'removing-memory-arena' (#2) from removing-memory-arena into main
Patedam2026-02-14 21:26:10 -05:00
dfd7279e84
Fix build error in release
Patedam2026-02-14 18:12:19 -05:00
5a22a172a6
Removed the old Memory Arena and converted all to the new one
Patedam2026-02-14 18:09:47 -05:00
6260d9aacf
Squashed commit of the following:
Patedam2026-02-14 16:48:54 -05:00
be113fa89d
Cleaned up vector unit test useless lines
Patedam2026-02-14 11:30:02 -05:00
96169123dd
Merge pull request 'Reallocate-Arena' (#1) from Reallocate-Arena into main
Patedam2026-02-14 11:24:29 -05:00
5337d4cb66
Made gemini improve and fix unit tests Found and fixed some bugs at the same time
Patedam2026-02-13 23:00:14 -05:00
c6552d2def
Allow reallocating when we use external arena. Internal arena do not need reallocate as it is consecutive memory
Patedam2026-02-13 22:02:11 -05:00
6f4fc75b66
Added support for easily adding unit tests. made by gemini, there is a mistake vector test are verifying std, but will be changed next iteration
Patedam2026-02-07 18:22:45 -05:00
84fe295e18
Vector class using arena
Patedam2026-02-07 18:06:09 -05:00
84f82ba478
More memory arena unit test Starting to converting the display system to the new memory arena.
Patedam2026-02-07 16:21:18 -05:00
4d66261c9f
Converted log manager to use arenas
Patedam2026-02-02 22:13:50 -05:00
45ef1134f7
Updating memory arena by hand because Gemini did something weird. Added some os functions for memory handling. Starting conversion to memory arena
Patedam2026-01-31 23:20:26 -05:00
0a75554071
Updated memory debugger to have a better display of memory Made with gemini
Patedam2026-01-25 15:19:39 -05:00
3dd0a4a6f1
feat: Implement a memory arena system with an ImGui-based visual debugger for allocation visualization. Made using Gemini
Patedam2026-01-25 12:14:06 -05:00
0788fdeb98
Upgraded MemoryArena to allow poping memory and creating an arena for a specific part and not pushing completely on the same stack. Made with Gemini + Updates skills to have better agents.
Patedam2026-01-25 11:01:32 -05:00
73db1174f2
feat: add initial skill definitions for debugger, C++ game engine, graphics, and video game tester roles.
Patedam2026-01-24 18:28:41 -05:00
d4e4229d61
Fixing the D3D12DescriptorHeap.cpp memory leak. Was creating descriptor heap every time a pipeline was bound when we only need it once per commandlist. fixed some vibe code weird shit
Patedam2026-01-23 21:43:48 -05:00
7328d02d3d
Converted Descriptor heap to memory arena. Used Gemini with antigravity. Heap pool code is a mess right now (lot of useless comments) Will revisit later.
Patedam2026-01-18 14:33:52 -05:00
f95ba51c13
Added a basic MemoryArena. Added one scratch, one engine and one game arena. Converted the game alloc to arena + the display stuff. WIP
Patedam2026-01-17 21:09:23 -05:00
98783b7e8f
Added workflows to automatically compile / recompile shaders with antigravity. Added user story to work on some todos
Patedam2026-01-13 21:28:08 -05:00
fa1933c169
Small refactor, now that we are bindless we only need a pool for samplers
Patedam2026-01-11 18:49:30 -05:00
8a23ae72fe
Part generated by gemini with antigravity. Converted to bindless first step
Patedam2026-01-11 17:54:57 -05:00
bd45cacc6c
Added the shader compiler to the fastbuild pipeline.
Patedam2026-01-09 14:07:36 -05:00
71a78863b7
bat that allow to launch the game fast without debugger
Patedam2026-01-08 16:26:26 -05:00
9510951aee
Final port to fastbuild. Support update of game.dll separately Made some alias and stuff still remains the shader compiler to add to the solution. Solution is also generated by fbuild (nice)
Patedam2026-01-08 16:26:01 -05:00
1137466472
Fastbuild all work for static linking Need : Dll for game and lib to do hot reload Need : static for release only Way to compile only julietapp only shader app, only juliet.dll and game.dll
Patedam2026-01-07 19:46:12 -05:00
bfd3648344
Juliet lib now builds with fastbuild
Patedam2026-01-07 15:33:55 -05:00
b5c72649db
Conversion to use Fastbuild + -Wall and warning as errors. WIP
Patedam2026-01-06 21:33:15 -05:00
76848ab4e3
Move heap descriptor into its own file and prepare for the removing of the staging descriptor
Patedam2025-03-29 22:05:09 -04:00
94292851cc
Remove Swapchain SRV (no use) Removed useless parameters in the root signature various small changes Began removing staging descriptor to use unified descriptors
Patedam2025-03-29 21:47:21 -04:00
2d3a075eb6
Bindless resource first step
Patedam2025-03-24 22:19:52 -04:00
f4c82f0fb3
Added support to DirectX Agility Sdk to enable shader model 6.6+ on windows 10.
Patedam2025-03-22 00:09:48 -04:00
4e0aaa129f
Fixing some includes problems Using interrupt 3 instead of system pause to break on script end while debugging but not when running Added a .bat script to recompile all shaders.
Patedam2025-03-15 21:43:20 -04:00
f4ba25bec1
Reload of shaders working!
Patedam2025-03-15 21:17:44 -04:00
c9cd01bb31
Prepare shader reload. - Expose wait until gpus is idle to api - Alt+R to reload
Patedam2025-03-15 19:55:41 -04:00
f01c8c3ccb
Added missing functions to allow wait for swap chain. Proper resource tracking to allow for destruction of graphics pipeline Textures are tracked but not released so nothing has been done yet various changes
Patedam2025-03-13 23:07:01 -04:00
da203c80f3
Finished first version of shader compiler. HLSL -> DXIL. Submitting vertex and frag shader needed to display a triangle.
Patedam2025-03-08 22:36:15 -05:00