**Will's Website** Welcome to my website. My journal for my activities in Engine Development, Graphics Programming, and Game Development. [About Me](aboutme.md.html) (#) Will Engine - The main focus of my works is on my game engine: WillEngine; which is in its third iteration. You can find it here: - https://github.com/Williscool13/WillEngineV3 (#) Development Journal - `[2025/10/31]` [Another Engine Attempt](journal-entries/2025-10-31-another-engine-attempt.md.html) - `[2025/05/08]` [OIT, SSS, and Debug Rendering](journal-entries/2025-05-08-oit-sss-and-debug-rendering.md.html) - `[2025/04/04]` [Serialization, Terrain, and GTAO](journal-entries/2025-04-04-serialization-terrain-and-gtao.md.html) - `[2025/01/29]` [Physics, Shadows, and Refactor](journal-entries/2025-01-29-physics-shadows-and-refactor.md.html) - `[2024/12/17]` [Temporal Antialiasing (Part 1)](journal-entries/2024-12-17-temporal-antialiasing-part-1.md.html) - `[2024/11/04]` [Deferred Rendering, Image Formats](journal-entries/2024-11-04-deferred-rendering-image-formats.md.html) - `[2024/09/16]` [3 Months, New Engine, AMD issues](journal-entries/2024-09-16-3-months-new-engine-amd-issues.md.html) - `[2024/06/25]` [Environment/PBR Mapping Results](journal-entries/2024-06-25-environmentpbr-mapping-results.md.html) - `[2024/06/21]` [Environment Mapping, PBR, Refactoring](journal-entries/2024-06-21-environment-mapping-pbr-refactoring.md.html) - `[2024/06/07]` [GPU-Driven Rendering, Frustum Culling](journal-entries/2024-06-07-gpu-driven-rendering-frustum-culling.md.html) - `[2024/06/04]` [MSAA, Transparency/Cutoff, Shader Object](journal-entries/2024-06-04-msaa-transparencycutoff-shader-object.md.html) - `[2024/05/30]` [Remarks About Vulkan](journal-entries/2024-05-30-remarks-about-vulkan.md.html) - `[2024/05/24]` [Vulkan Engine (VKGuide)](journal-entries/2024-05-24-vulkan-engine-vkguide.md.html) - `[2024/04/30]` [Past Activities](journal-entries/2024-04-30-past-activities.md.html) (#) Technical Articles - **[Task and Mesh Shaders: A Practical Guide](technical/task-mesh-rendering/task-mesh-rendering.md.html)** - Practical implementation of task and mesh shaders in Vulkan with Slang, from basic examples to GPU-driven culling. - Covers meshlet generation, frustum/backface culling at meshlet granularity, and payload optimization techniques. - Last Modified 2025/12/07 - **[Task and Mesh Shader Benchmark](technical/task-mesh-benchmarking/task-mesh-benchmarking.md.html)** - Performance comparison of traditional rendering vs GPU-driven mesh shaders with practical Vulkan implementations. - Benchmarks show 5.3x speedup with task+mesh shaders on high-poly geometry, plus cache behavior analysis. - Last Modified 2025/11/26 - **[Vulkan Descriptor Buffers (Redux)](technical/descriptor-buffer/descriptorBuffers2.md.html)** - A technical post about implementing descriptor buffers in place of the traditional descriptor pool in my renderer/engine. - A redux of the previous descriptor buffer article with improvements and clarifications. - Last Modified 2025/10/23