Adding a light volume acceleration structure for #forwardlighting. Instead of using froxels (frustum voxels) I chose to stay with simpler cartesian voxels. Not because of the maths involved, but because of its possible applications other than forward lighting. #framework#glsl
Been working on a new render system named 'renderOne' for the Framework creative coding library. It supports the usuals: mrt renderer, deferred lights, (clustered) forward lights, ibl, and of course shadow maps! #framework#glsl#renderer#shadows
@Dimasvoxel@ephtracy I suspect it was due to render (cpu) performance. The size change means there are suddenly 2^3 = 8 times more voxels. Hence the change to ray casting.
@DyslexicDeity Did you look into why the tick rate change broke ledge grabbing? It sounds like a very typical physics simulation bug to me, where the different time steps cause integration of acceleration and movement to yield different results.
Remember Keen games had this rather coarse scrolling? I made an open source port of Keen Dreams, converted its asm routines by hand, and hacked Carmack's scroller to achieve 100% smooth scrolling. Github: https://t.co/r5p5dCkgeh #Keen#DOSGaming#Carmack
@DyslexicDeity You're absolutely right! I upped the number of sprite shift to always be eight (at the expense of a tiny bit of extra memory), making changes everywhere this was done. Also changed the panning mask, doubled the tick rate like you said.
@Vyothric @JikissGamer It's a port to modern OSs using SDL, so no. With extra effort it could be made to work though. The same changes should work when using other display modes than the EGA/CGA support Keen origionally shipped with.
@Vyothric @JikissGamer I noticed it in the 90s but didn't have as big as a problem with it as now. It's a bit like the 'retina' display effect. You only miss it once you got it and have to go back.
@TubeTimeUS Hah! Nice. I didn't know about that one. There's some messages related to it here (from 1994!) https://t.co/obzfyFqHvk Oh how little internet conversation has changed. :-)
@damcoole Unlikely, as the hardware support for the original scrolling code depends on scrolling the frame buffer in multiples of a pixel. It could be made to work with another video mode than EGA with some extra effort though. What would be the point though? :-)