Engine
Everything graphics: the formats, the concepts, the APIs — and the projects where I actually put them to use. This page only points; the knowledge is in what it links to.
The split
Notes here describe the world: a format, a term, how a technique works. None of them mention a project of mine, so they stay true whatever I refactor.
Each project gets its own folder — gamegine, nephos — describing that implementation and what I did to it, on which date. A project note may cite a world note; it never copies one.
Graphics APIs
apis — what buffers, shaders and command buffers are, written once in neutral terms, then a folder each for Vulkan, Metal and DirectX 12 and the places they genuinely differ. Start at the correspondence table.
Assets
glTF — the format, as an engine needs to understand it. Scenes, nodes, accessors, buffer views, and why those three levels exist.
Materials
Base color · Albedo · Diffuse map — three words people use interchangeably and shouldn't.
My projects
gamegine — a C++23 Vulkan engine. Its architecture, its shader contract, and the work log.
nephos — raymarched volumetric clouds in React Three Fiber. Just started: the hub exists, the notes behind it don't yet.