Because you chose VS, a higher subdivision cube is needed.
Posts by Module Pillow
#PillowBasicsEngine Blog 021
Added CMake install commands.
PillowBasics can be packed with its dependents automatically, which paved the road towards a CI/CD system.
那就睡窝(x
#PillowBasicsEngine Blog 020
Revise vertex types. Designed this alignment magic:
union
{
XMFLOAT4A vec;
struct { XMFLOAT3 vec; uint32_t value; };
}
This makes a vector align to 16 Bytes (SIMD friendly),
as the padding space won't be wasted! However, you can't write to "value" before "vec".
A nice place to have a nap w
#PillowBasicsEngine Blog 019
A day of mathematical drill rather than usual days' coding.
Derived the normal vector transform matrix;
Reviewed the quaternions and the sphere interpolation.
Wrote an article regarding quaternions.
The pic below is a glimpse of my article
( will publish it later 🤗
Tasting a new beverage 😋
(Citrus peel + hawthorn, mixed vegan tea)
I see, nice job! 😉
Unity's logging system is powerful (
Though I prefer to print them on my own GUI, especially when running a Unity game on other devices
你蓝天确实很纯净;
推(X)上互动多但是质量很低很低,Bot+水军漫天飞
已经无语惹(x
X is becoming worse and worse: ads, mad guys, angry baits... What a hell of poisoned humans.
A toxic environment ruins everything.
#PillowBasicsEngine
Blog 018 (From X, April 3, 2026)
PillowBasics Blog has been moved to the pure BlueSky 🤗 Welcome to visit!
#PillowBasicsEngine
Blog 017 (From X, Mar 30, 2026)
Title: Why I discontinued my blogs on X?
Warning: This tweet remains in Chinese to preserve the original feeling.
首先说明,日志停更,
背后的开发却在疯狂加速,追逐 April Release
(如下图,内行应能一眼察觉
第二,之前也说过
X上群体混杂,让我担忧付出是否有意义
(虽然也逐渐认识几位厉害推油
所以就转到地下开发惹(x
笑,推友仍可去Github仓库视察
#PillowBasicsEngine
Blog 016 (From X, Mar 28, 2026)
I will not post any tweets about my engine here (on Musk's X) from now on. Blogs will be published on other platforms.
Maybe I will change my mind? I dunno.
Thanks to the friends who encourage me all the time!
You are always welcome w🤗
#PillowBasicsEngine
Blog 015 (From X, Mar 28, 2026)
As the engine debut becomes closer and closer, the largest issue emerges: a lack of a suitable model set.
I don't wanna use common meshes, and I want a scene that can reflect my engine's features precisely.
Why I'm not a 3D artist 😭
#PillowBasicsEngine
Blog 014 (From X, Mar 24, 2026)
After a tight week, the input subsystem is now ready!🤗
Highlights:
- Supports many devices: mice/keyboard/gamepad
- Mixed-mode approach: Rawinput + XInput + Message Process
- Gamepad dead zone detection + filter, all run in SIMD instructions! 😋
#PillowBasicsEngine
Blog 013 (From X, Mar 21, 2026)
A busy week in Germany.
No matter how difficult, rain or shine, Pillow will persevere in development.
Today, I finished the IME UTF-16 input utility.
Gaming mice have a high polling rate, and frequent Ring0 switching costs. A big issue.
#PillowBasicsEngine
Blog 012 (From X, Mar 17, 2026)
This week marks my first trip abroad.
Nothing should obstruct the PillowBasics development.
Today, I refactored the message loop to better support the Input Subsystem.
#PillowBasicsEngine
Blog 011 (From X, Mar 12, 2026)
Just got home this afternoon.
Finished revising IPipelineState: A unified Interface design, Vulkan can use it too 😋.
IPipelineState records macros + shader stages + unique IDs
PS: Forced to have a long trip tomorrow, ramp down for a week.
#PillowBasicsEngine
Blog 010 (From X, Mar 9, 2026)
Bindless super root signature Ver. 1 finished.
Pipeline IO data Ver. 1 finished.
A PR has also been submitted to a Microsoft repository.
Game scene management and rendering are the development focus. Immediate mesh rendering is not the priority.
#PillowBasicsEngine
Blog 009 (From X, Mar 6, 2026)
frantically finished UnionBuffer today.
The next step is to implement Runtime Shader Compilation
Without distractions, I should achieve a makeshift rendering pipeline by the end of March.
Pillow wanna apply BF3's tile-based deferred pipeline!
#PillowBasicsEngine
Blog 008 (From X, Mar 2, 2026)
A major overhaul of UnionBuffer; it's a unified resource class providing data memory management.
For VRAM residency, this class only exposes interfaces.
No virtual textures now; there's no need for GPU page-level management (too tired to write😭)
#PillowBasicsEngine
Blog 007 (From X, Mar 1, 2026)
Integrating the DX12 Agility SDK and Shader Compiler in one day
This decouples the rendering backend from the Windows SDK.
#PillowBasicsEngine
Blog 006 (From X, Feb 28, 2026)
I'm finalizing the texture information class
A Game engine is much more complex than toy renderers.
Some points:
- The “Tag” property determines the default strategy of VRAM residency.
- “BakedTex” is used for snapshots; it has no mipmaps.
#PillowBasicsEngine
Blog 005 (From X, Feb 22, 2026)
After leaving Chengdu
First full dive into the engine’s actual rendering layer (not IR, not RHI), to do corrections and additions
Implemented a multi-threading renderer framework using C++20’s features
And tried to fix the descriptor heap mgr!
#PillowBasicsEngine
Blog 004 (From X, Feb 20, 2026)
PillowBasics has begun developing an IR-RHI-mixed graphics command translator for the Direct3D 12 backend, which will be used to generate an ID3D12GraphicsCommandList; after that, all graphics commands will be called from the IR-RHI layer 🤗
#PillowBasicsEngine
Blog 003 (From X, Feb 18, 2026)
PillowBasics has defined the initial graphics cmds.
Currently coding their creation functions, such as `CmdClearRenderTarget()`.
The real RHI translation work has not yet begun.
Simplified words: Still can't render a cube 😭
#PillowBasicsEngine
Blog 002 (From X, Feb 12, 2026)
I recompiled PhysX and OpenAL with the correct configs.
That should fix them? w
Issues:
~ Win64 CRT linking options
~ The GNU Make on Android only supports a single config (causing `cmake --build --config XXX` to fail)
C++ is super torturous (
#PillowBasicsEngine
Blog 001
Hello, my morpho friends!
I'm developing my own C++20 game engine, focusing on easy-to-use and bloat-free.
Dev blogs will be posted here. If u're interested, click the hashtag!
(I used to post them on X, but as you know, X is awkward. Then I moved here!)