Sepehr Taghdisian's Avatar

Sepehr Taghdisian

@septag.bsky.social

Programmer - Ubisoft Berlin https://github.com/septag

43 Followers  |  93 Following  |  12 Posts  |  Joined: 22.10.2024  |  1.5562

Latest posts by septag.bsky.social on Bluesky

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The best kind of apps, are system/device configuration web apps 🀌

28.05.2025 08:43 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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My hobby engine's asset manager design document: septag.dev/blog/posts/j...
Folks who want to create their own async/hot-reload asset system, might find this useful as well.

23.05.2025 16:55 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
If you're serious about programming, listen to Stewart Lynch
YouTube video by Wookash Podcast If you're serious about programming, listen to Stewart Lynch

I was interviewed on the Wookash Podcast. I talk about my career, programming, and how I created 10x. Enjoy!
youtu.be/1sdjQ7uTziw

05.04.2025 14:39 β€” πŸ‘ 8    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
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Keeping those compile times lean and healthy :)

28.12.2024 19:28 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Nice! With the new improved Vulkan backend, separate transfer queue and batch upload submission, the performance of this drastically improved. Now for 1.4GB of unbaked asset data, it takes 1.5 secs.
For baked assets (loaded from cache), it takes 270ms (5.2 GB/s). Very close to my SSD drive speed.

28.12.2024 19:28 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

But one major drawback of having such control and power is that it's so easy to over-engineer, over-abstract and come up with generalized abstraction API designs that could make your backend perform worse than D3d11 drivers. (5/5)

27.12.2024 21:27 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

The API is obviously not perfect at all, although it took me about 4~5kloc to do basic imgui rendering, but the control freak in me is satisfied with how much control you have over memory, queues and multi-threaded rendering. (4/5)

27.12.2024 21:27 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

The latter confused me a lot on how frame and swapchain syncing and syncing in general. The former starts with 1.3 and is better organised for beginners. (3/5)

27.12.2024 21:27 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Home Guide to the Vulkan API

My first try was about 2 yrs ago, but then recently I had to revisit all the stuff again and rewrite my toy rendering backend to learn it more properly. I think newcomers, better start with vkguide.dev tuts instead of vulkan-tutorial.com (2/5)

27.12.2024 21:27 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

After 6-7 yrs of wanting to learn a modern graphics API, I finally managed to put enough time into learning Vulkan. I think I finally got comfortable with it so that validation errors don't freak me out and I usually have a good idea what's going on. (1/5)

27.12.2024 21:27 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

saw your post on x. community got divided so I guess like u I had to get another account here to follow up on the ppl I like

16.11.2024 10:39 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

seems like bsky doesn't support animated GIF, bummer!

13.11.2024 13:09 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Asset manager test. First working implementation. It loads stuff in chunks. so here, each chunk is around 60MB of data (texture+model). It's pretty much a snap (~30-40ms for each chunk).
In total, 1.4 GB of asset data loads in 700 ms. if not baked, then baking all 512 assets takes 2.2 secs.

13.11.2024 13:09 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 1

having a good asset system is so important because it provides the "well" from which all other engine subsystems "drink" their data. any shit factor is multiplied by the number of things that deal with the asset system, and that number is roughly "all of them".

05.11.2024 00:40 β€” πŸ‘ 11    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0

@septag is following 20 prominent accounts