Rae Forbes-Richardson
Rae Forbes-Richardson
Anything inside of prebuildcommands appears to be ran parallel to compilation when using gmake and -j. In my own case I'm using the prebuildcommands to generate some source code, normally...
At the moment I have various scripts setup to do some pre/post build steps, or run the pre build code when generating the projects (which isn't my preferred approach). I...
Noticed this bug recently with the premake4 beta I'm running in my own personal projects, so mirroring the bug I've posted on my own engine repo here. I will probably...
As I'm adding Android support, this is being done through my own build scripts (which are basically just the current ones + some extra bits to easily support building on...
Current utility scripts are all Python 2.7. Switch to 3. Please.
Current setup is a bit rushed, and not as well thought out as it should be. Whilst it works, there are some improvements that could be made: **Dependencies** Correct handling...
Read/Write are not always representative of how you are using it. It might make more sense to either change those methods to, or add Shared/Exclusive, matching the underlying Windows API,...
For initial data uploads we need something better than what is currently implemented. What would be desired: - Implemented outside of the d3d12_device. - Independent of what frame we're on....
Rather than pack image save/load and related functionality into the texture converter, break it out into its own library. This is useful beyond just texture conversion. Some things to note:...
- Remove the "AllocTempPipelineStateBinding" interface. This is clunky, and intended to be temporary to move the allocation logic out of command list compilation, and into the Graphics::Shader level code. -...