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Posts by Grant Johnson

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Converging toward a principal Unreal Engine backend/binding for Dear ImGui? · Issue #9122 · ocornut/imgui Too many bindings There is a list of Unreal Engine binding at: https://github.com/ocornut/imgui/wiki/Bindings#unreal-engine As of the time of writing this post, the list looks like this: UnrealImGu...

Converging toward a principal Unreal Engine backend/binding for Dear ImGui? github.com/ocornut/imgu... (Help wanted!)

4 months ago 18 6 1 0
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Creative Assembly is looking for Mid/Senior Engine Programmer. Creative Assembly is one of Europe's leading games development studios, founded in 1987 and located in West Sussex, UK, Newcastle, UK and Sofia, Bulgaria. We craft deep and detailed games that matter...

Come join our engine team!

5 months ago 7 4 0 0
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WIP a bit on the "threads" window so you can see which thread/wave of the group you are watching, and whether the other threads are active/inactive. Also allows fast switching between threads in the group. #quackdebugger

7 months ago 4 1 0 0
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a man in a suit and tie with his arms in the air and the words it 's happening ALT: a man in a suit and tie with his arms in the air and the words it 's happening

Downloading pre-compiled shaders on PC????

devblogs.microsoft.com/directx/intr...

8 months ago 98 20 9 1
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It's been a while since I posted about #quackdebugger. I'm still working on it.. I've been through a bunch of prototypes, but finally found something I'm happy with. I rewrote the backend from scratch and switched to GfxReconstruct for capturing. (Source obfuscated for licensing)

8 months ago 1 1 1 0
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There is still a lot of work to do, but the base feature set is nearly complete, so I should be able to switch to polishing/optimising/testing on a ton of obscure shaders soon. Oh and just to be clear, this has no association with my day job.

8 months ago 0 0 0 0
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Switching to GfxReconstruct for capturing not only means I can capture (and export) long multi-frame captures, but I can also support Mesh/Task/Raytracing programs (WIP).

8 months ago 0 0 1 0
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Having data from all the threads in a dispatch/group, I'm really keen to try and visualise it as much as I can. The view for program length (essentially how many steps it took to exit, green meaning more, purple less) is a nice way of seeing the impact of the HZB bank reduction.

8 months ago 0 0 1 0
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The new backend supports proper D3D12 replay, so I've been focusing on debugging #unrealengine shaders, since they are quite complex. Here is a demo of opening my UE5 workspace, loading a HZB program and stepping through it (forwards, backwards, breakpoints + thread switching)

8 months ago 0 0 1 0
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It's been a while since I posted about #quackdebugger. I'm still working on it.. I've been through a bunch of prototypes, but finally found something I'm happy with. I rewrote the backend from scratch and switched to GfxReconstruct for capturing. (Source obfuscated for licensing)

8 months ago 1 1 1 0
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Congratulations to @cagamesofficial.bsky.social on winning the Most Anticipated Game Award!

#THEHORRORGAMEAWARDS

1 year ago 16 2 1 4