Some content like progress as well. Still aiming for an early usable release not far from now. (That'll allow folks to actually be able to use the source code easily without a fuzz)
#polyhedron#q2rtx#gamedev
https://t.co/SF5KsKUpMi
We have finally released Handmade Math 2.0. We addressed lots of longstanding issues and I am really pleased with the final product.
If you need a single-header math library for games and graphics, for either C or C++, check it out.
https://t.co/vCIjmt0wD6
@stupidhoroscope That depends on what the goal is exactly. Both draw attention in their own way. Probably best judged when showcased in an example environment. (The blue on black is not an exact palette switch either, and personally I find it harder to read.)
@Ajo1322 Working on Polyhedron now for 2 years and 7 days actually, a Q2RTX engine fork. Mainly work on the tech till now, getting close to doing an actual game part. CS inspired, think fun maps just to name a thing.
Some more work on Sphere hull, the actual physics I didn't bother much with yet if at all. Next up is finishing work on the Capsule hull. Really liking where this is heading to so far. (Ignore the minor bugs like how it 'steps' on them right now lol) #q2rtx#polyhedron#gamedev
It's been a while since I had any updates. Certain things are taking slightly longer than expected. Could not stop myself from wanting to go full-retard on a few things. Rewrote all the tracing code and then some. (WIP though).
Quake and #Spheres!? ๐คช๐
https://t.co/hKxvqeoj3U
@Dachsjaeger It absolutely is. I've forked it about 2 years ago, and decided to focus on extending/improving it for developers themselves. (Weapons attached to bones, skeletal animation configurations, and various other things.)
Here is some older footage: https://t.co/SczXVe9rU7
@SebAaltonen@NVIDIAGeForce I'm curious if it can run Q2RTX properly without using tricks to 'denoise' the final outcome yet lol.
(Got a 3080 FE, however I won't be needing any upgrade any time soon since Polyhedron is a fork of Q2RTX aiming to upgrade mainyl the rest of the engine itself.)
@Colonthreee Well we like to fool ourselves that we've got full control, and expectation is the mother of frustration in that context. Expect the worst so that any gain is a joy. And remember, this too shall pass :-)
Been working on adding light scattering in participating media, AKA fog. Since there can potentially be hundreds of lights in an area things get crazy. I hope the video makes sense.
Managed to get some more work done on #Polyhedron's skeletal model related features, so here is another #wip video. It showcases a model attached(model index #2) to the right hand bone of the composed by, blend action animations.
#q2rtx#iqm#gamedev
https://t.co/ycRYwj5ubz