Sepehr Taghdisian
@septag.bsky.social
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Programmer - Sandbox Interactive, Ex. Ubisoft Berlin
https://github.com/septag
I have ported
@sebaaltonen.bsky.social
OffsetAllocator C++ library to single C header lib:
github.com/septag/Offse...
It doesn't use any memory allocation by itself and can be compiled with both C11 and C++20 (designated initializers) compilers.
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GitHub - septag/OffsetAllocator: Fast O(1) offset allocator with minimal fragmentation. Single C-Header library version.
Fast O(1) offset allocator with minimal fragmentation. Single C-Header library version. - septag/OffsetAllocator
https://github.com/septag/OffsetAllocator
15 days ago
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I couldn't work much on my hobby projects since I switched jobs couple of months ago. But it's been some time that I'm back to it. All around updates for the Junkyard. Initiated a renderer. Forward+ CS light culling. Shadow Maps. MSAA and alpha-to-coverage support. I want it very simple for now.
16 days ago
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reposted by
Sepehr Taghdisian
Andre Weissflog
about 1 month ago
The blog post about the upcoming experimental sokol-gfx Vulkan backend is up:
floooh.github.io/2025/12/01/s...
(as always I'll need to do a couple more edits to fix typos and repetitions but first I'll need some food intake)
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The experimental Sokol Vulkan backend
In a couple of days I will merge the first implementation of a sokol-gfxVulkan backend. Please consider this backend as ‘experimental’, it hasonly received l...
https://floooh.github.io/2025/12/01/sokol-vulkan-backend-1.html
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The best kind of apps, are system/device configuration web apps 🤌
8 months ago
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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.
8 months ago
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reposted by
Sepehr Taghdisian
Stewart Lynch
9 months ago
I was interviewed on the Wookash Podcast. I talk about my career, programming, and how I created 10x. Enjoy!
youtu.be/1sdjQ7uTziw
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If you're serious about programming, listen to Stewart Lynch
YouTube video by Wookash Podcast
https://youtu.be/1sdjQ7uTziw
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Keeping those compile times lean and healthy :)
about 1 year ago
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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.
add a skeleton here at some point
about 1 year ago
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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)
about 1 year ago
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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.
about 1 year ago
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reposted by
Sepehr Taghdisian
nicebyte
about 1 year ago
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".
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