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Forward Rendering Pipeline #149
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Consider ways of simplifying the complexity of working with buffers and uniforms. The Frame Graph/Render Graph pattern seems like it might be a good fit for what I want to do. A thought is have "nodes" that are declared in a similar fashion to data classes but generate the boilerplate of working with buffers an uniforms. For example, something the like below. def uniform(cls):
class Uniform(cls):
custom_attr = 42
return Uniform
@uniform
class MyRenderNode:
pass The idea being that the class decorator will dynamically add boilerplate attributes and methods to classes. |
On eventually scaling the engine to enable parallel processing on tasks.Current ChallengeA Task in Python is a coroutine. Coroutines cannot be pickled and shared across processes. This is currently a blocker for migrating the existing Task based implementation to work across multiple worker processes. Key QuestionCould tasks be defined through the combination of data and function pointers? ExplorationThe Task Graph pattern worked well for the simple 2D version of the engine. Things that might help this pattern apply to the 3D engine:
|
Create a robust rendering pipeline for v0.2.0 of the engine.
Characteristics
Rendering Architecture
Renderer Style: Forward Rendering
Render Graphs/Frame Graphs
Task Graphs
Resource Allocation & Management
Bindless Rendering
Considerations
Other Resources
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