Exploring Dev Log 0 Resizing And Shader Hot Reloading

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  • This is a live VOD from my Twitch stream where I work on **Fat Goblins**, a class-based multiplayer game being developed from ...
  • As part of my first Vulkan renderer, I decided to improve the
  • The work continues in converting the engine to use generic API and not specific Graphics API like Vulkan and DX12.
  • Now my build doesn't stutter its meshes when someone else opens it for the first time, hidden by a
  • Hi and thanks for joining me in this first

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This is the start of a series of Thanks for watching :) Alpha Sign-Up: https://forms.gle/rfsHEwXTuyyXSUJW7 Reddit: https://www.reddit.com/r/SyntheticSelection/ ... In this video I will briefly cover the latest feature I got in the engine in preparation to the next chunk of work. I got https://github.com/JakeyWasTaken/Fusion-Engine.

Making a Game in C++ doesn't have to be tedious. It's actually possible to leave the game running while making code changes.

In summary, understanding Dev Log 0 Resizing And Shader Hot Reloading gives us a better perspective.

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