gemini-2.5-flash-preview-05-20| input-price: 0.15 output-price: 3.5 max-context-length: 128_000 (cost: $0.009) Β· Anfrage: 2025-06-04T11:19:42.351517
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Abstract:
This live stream details the ongoing development of a new renderer for the Hazel Engine, specifically focusing on the complex transition from a Vulkan-based backend to NVIDIA's Rendering Hardware Interface (NVHI). The developer, Cherno, outlines his strategy of "Vertical Slice Driven Development" (VSDD), prioritizing getting the core editor UI (ImGUI) functional with NVHI before tackling more complex 3D scene rendering. The stream documents extensive debugging and troubleshooting, including resolving shader compilation errors (HLSL pre-processing, entry points) and addressing numerous runtime issues related to uninitialized components and legacy code paths. Despite encountering significant technical hurdles, the video concludes with progress toward a basic functional rendering loop for the UI, setting the stage for future incremental integration of the engine's full rendering capabilities, with the ultimate goal of releasing Hazel Engine for free.
Working on New Renderer // Hazel Engine Stream (19.05.2025)
hazelen.com/roadmap for the "Render 2025" project, which aims to release Hazel Engine for free. He also humorously notes his recent 30th birthday.ImGui_NVRHI implementation, which is simpler as it doesn't require immediate support for advanced features like ImGUI viewports (dragging windows out).ImGui_NVRHI code, encountering compilation and linking errors. A major hurdle involves the HLSL shader compilation process, specifically issues with "missing entry point definition" due to how pragma stage directives were pre-processed and how entry points (main) were expected. After extensive debugging, he resolves the shader compilation by adjusting the shader pre-processing logic.render 2D init, thumbnail generator), null pointer exceptions, and conflicts with legacy Vulkan-specific code. He temporarily disables non-critical engine components (like the thumbnail generator and scene renderer) to isolate the core UI rendering loop.get window context is traced back to the window's user pointer being incorrectly reset, which he fixes by ensuring the device manager's context is correctly maintained.