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Abstract:

This live stream session features Aerno, the developer behind the Hazel Engine, returning to programming after a hiatus to tackle the significant "Renderer 2025" overhaul. The core of this project involves transitioning the engine's graphics backend from direct Vulkan/OpenGL implementations to utilizing Nvidia's NVRHI library, which provides a unified abstraction layer for Vulkan, DirectX11, and DirectX12. Aerno demonstrates the real-time, iterative process of refactoring and porting existing engine components like index buffers, pipelines, images, and framebuffers, highlighting the challenges of managing compilation errors and adapting to a new abstraction. The long-term goal is to make the Hazel Engine 1.0 freely available as a binary release by the end of the year, potentially with future console support.

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