Game Engine Programming 051 2 Hlsl C Shared Types Gpass Cache C Game Engine Information Center
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In the last video we made a constant buffer class and today we're going to use it to send view and projection matrices to the GPU. In the last video, we finally got our first render to look correct and did a couple of improvements along the way as well. Now we're ... In this video, we further extend the lighting system by adding point lights and some debug rendering modes. Kohi : Point ... Powered by Restream Donations: My discord server: ... In episode 35, I talked about creating pipeline state objects (PSOs) and we saw that we can use a PSO to load shader programs ...
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Game Engine Programming 051.2 - HLSL/C++ shared types + GPass cache | C++ Game Engine
[EN/C++20/Vulkan API/HLSL] Game Engine ep. 25 - Render Graph
Game Engine Programming 052.3 - Compiling HLSL shader variations | C++ Game Engine
[EN/C++20/Vulkan API/HLSL] Game Engine ep. 12 - frame graph
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Last Updated: May 27, 2026
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![[EN/C++20/Vulkan API/HLSL] Game Engine ep. 25 - Render Graph](https://ytimg.googleusercontent.com/vi/aD8i4hgMjAU/mqdefault.jpg)

![[EN/C++20/Vulkan API/HLSL] Game Engine ep. 12 - frame graph](https://ytimg.googleusercontent.com/vi/Gk97KEuBZRk/mqdefault.jpg)