<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>VK_EXT_swapchain_maintenance1 on Jan Kelemen - Personal site</title><link>https://jk.rubberdax.xyz/tags/vk_ext_swapchain_maintenance1/</link><description>Recent content in VK_EXT_swapchain_maintenance1 on Jan Kelemen - Personal site</description><generator>Hugo</generator><language>en</language><copyright>© [Jan Kelemen](https://www.rubberdax.xyz)</copyright><lastBuildDate>Fri, 07 Feb 2025 00:00:00 +0000</lastBuildDate><atom:link href="https://jk.rubberdax.xyz/tags/vk_ext_swapchain_maintenance1/index.xml" rel="self" type="application/rss+xml"/><item><title>Navigating Bad Assumptions</title><link>https://jk.rubberdax.xyz/post/2025-02-07-navigating-bad-assumptions/</link><pubDate>Fri, 07 Feb 2025 00:00:00 +0000</pubDate><guid>https://jk.rubberdax.xyz/post/2025-02-07-navigating-bad-assumptions/</guid><description>&lt;p&gt;A regular update on the state of my game engine &lt;a href="https://github.com/jan-kelemen/niku"&gt;jan-kelemen/niku&lt;/a&gt;.
Some past mistakes were corrected, and hopefully, no new ones were made.&lt;/p&gt;
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&lt;h1 id="asset-loading-2-electric-boogaloo"&gt;Asset loading 2: Electric Boogaloo&lt;/h1&gt;
&lt;p&gt;The last time I implemented loading of glTF files, I loaded the model geometry to GPU buffers that can also be accessed from the CPU before finally transferring it to dedicated GPU buffers.
This approach worked well for &lt;code&gt;gltfviewer&lt;/code&gt; as it didn&amp;rsquo;t need to access the geometry.&lt;/p&gt;</description></item></channel></rss>