Added shadows for currently supported lights in my engine.
Cascaded Shadow maps for Directional lights.
Cubemap based shadows for Point lights.
Basic shadow maps for spotlights.
https://t.co/UxUDW7zyIL
Some one once said most OSS game engines out there are just glorified model viewers. My engine is finally past that stage. I can play inside the editor now 🌪️
https://t.co/9izHsmGaGb
@SergeyMakeev@SebAaltonen Those GCN ISA are good to get mental map of shader code to hardware for anything else it is not that helpful or obviously easy to map unless one already has some vendor information. That was my observation. Working with vendor is the best way to understand things for most people.
Spend some time on weekends implementing the slug font rendering technique for the Text 3D debug drawing in my game engine. It uses custom data packing and fixed-point to store the font's curve data. Integrated with my debug drawer and physics debug drawer
https://t.co/n5hp6VVhr4
@molecularmusing Realizing “I won’t solve this today”
Is the important part at avoiding burnout in large projects. Most people realize this after few burnouts, including myself 😅
Implemented GLTF support using Assimp in my game engine. It can now be imported either as a scene with materials set or as assets. Video shows regular sponza and texture-heavy intel sponza. Textures are uncompressed and do not have mips, which is why meshes take time to appear.
Having a progress bar makes it so much easier to visualize what is going on, rather than staring at an unresponsive window 😁 Never mind the debug build
@SebAaltonen Asking because I am conflicted on decision about whether to split scene data and per frame data path also whether should block or swap after transfer. What are your opinions?
@SebAaltonen By once a frame do you aggregate per frame transfers in CPU buffer and push everything to CPU-GPU buffer? If so do you block the frame until the per frame transfers are complete?
Also how different is the transfr path between per frame transfrs and scene load(mesh data) transfr?
@RaphDeslandes @Atrix256 To me B looks like thick basmati rice, while A lookes like regular ponni rice or thin chamba rice(not sure what the international name of those rice)
@TylerGlaiel@GabrielSassone Does it have any hidden costs? Or does it uses platform calls behind? I assume from your tweet that it works without pdbs which means it should have some hidden cost, correct?