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1/ @NOTimothyLottes

At least for my next at home project, I think the right answer is a building it from assembly scratch series on video with a public domain release of the ‘engine’ which will be a live edit toy for hardcore GPU-side PC game dev in certain constraints [which keep it simple]

Branches: 2025-08-02-whereisratman-really-hope-you-do-this-find-your-posts-so

2/ @NOTimothyLottes

It won’t require RT, but it also won’t run on Intel iGPUs [to low binding limits, etc]. Memory model will be ‘CART’ style where you get the a RAM CART [buffer] in memory which gets state snapshot, followed by dynamic GPU memory which is not snapshotted

Branches: 2025-08-01-VPCOMPRESSB-elaborate-on-the-cart-style-memory-model-i-assume

3/ @NOTimothyLottes

Also run-from GPU-side editing tools for shader source and bind everything tables. And build-the-editors-in-it style. Which load/store to the CART. So it won’t be for people who want TBs of giant team gen content, but rather sized for what a single person could pull off

Branches: 2025-08-01-snk_xed-looking-forward-to-it-what-do-i-bookmark, 2025-08-01-joeyazf-sounds-super-interesting