(#) Will Engine
- The main focus of my works is on my game engine: WillEngine; which is in its third iteration. You can find it here:
(#) Development Journal
[2026/04/28]Visibility Buffer, TAA, SMAA, and MSAA[2026/02/21]My new engine is like my child[2025/10/31]Another Engine Attempt[2025/05/08]OIT, SSS, and Debug Rendering[2025/04/04]Serialization, Terrain, and GTAO[2025/01/29]Physics, Shadows, and Refactor[2024/12/17]Temporal Antialiasing (Part 1)[2024/11/04]Deferred Rendering, Image Formats[2024/09/16]3 Months, New Engine, AMD issues[2024/06/25]Environment/PBR Mapping Results[2024/06/21]Environment Mapping, PBR, Refactoring[2024/06/07]GPU-Driven Rendering, Frustum Culling[2024/06/04]MSAA, Transparency/Cutoff, Shader Object[2024/05/30]Remarks About Vulkan[2024/05/24]Vulkan Engine (VKGuide)[2024/04/30]Past Activities
(#) Technical Articles
- Task and Mesh Shaders: A Practical Guide
- Practical implementation of task and mesh shaders in Vulkan with Slang, from basic examples to GPU-driven culling.
- Covers meshlet generation, frustum/backface culling at meshlet granularity, and payload optimization techniques.
- Last Modified 2025/12/07
- Task and Mesh Shader Benchmark
- Performance comparison of traditional rendering vs GPU-driven mesh shaders with practical Vulkan implementations.
- Benchmarks show 5.3x speedup with task+mesh shaders on high-poly geometry, plus cache behavior analysis.
- Last Modified 2025/11/26
- Vulkan Descriptor Buffers (Redux)
- A technical post about implementing descriptor buffers in place of the traditional descriptor pool in my renderer/engine.
- A redux of the previous descriptor buffer article with improvements and clarifications.
- Last Modified 2025/10/23