Vibe code test with Fable: Asked to pick a more apt name for the Sperm Whale, make a game around it, and focus on the sound-only tracking aspect. Jank but playable. One evening of playtesting and giving design feedback.
https://t.co/34zMVDOHfu
@MomentsInCG@siggraph What is the speed tradeoff like for higher SPP in simpler scenes? If 425M at 4 SPP runs interactively, is the same true for 4.25M at 400 SPP? How many SPP does it take to fully converge, or at least look indistinguishable without denoising?
The tile heightmap can now be upscaled and gets smooth analytic normals, applying the erosion filter to this with ~256x256 texels per tile is starting to look pretty good
My original terrain shaders needed "cell neighborhood" information for every vertex, which made base mesh generation overly complicated. Realized that isn't necessary, only need axial coordinates which are easy to calc from position, so next thing is better/dynamic mesh density.
This came at a good time, was in the middle of reworking an old project to use compute shaders for better terrain detail. This is a grid of 128^2 hex tiles as a base heightmap to make a 1k^2 erosion texture for the mesh heightmap, one pixel per vertex.
My erosion filter is out! Video, blog post, and shader source.
It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks.
Explainer video:
https://t.co/4PbOmFNfDf
Companion blog post:
https://t.co/JkLbHHdMBC
#ProcGen#vfx#GameDev
@rianflo@XorDev@runevision Can you elaborate on this? I want to try the technique out on a tiled terrain where the per-pixel style parameters change according to each tile's biome, need to try it out and see how the blending on tile edges looks
@runevision@rianflo@XorDev The original shadertoy also looks different for me today; left shadertoy, right fragcoord. Pretty sure all the settings are identical.
@runevision@XorDev I couldn't get the color packing to work, but 2 of the pass1 channels and the debug value in the packed alpha were unused, so there was enough room to skip the pack/unpack. Error messages in the editor aren't always in the right place, but was enough to point to the misc problems
@runevision@XorDev The auto-import only got the main pass, in replacing uniforms had to fix GetRay because params used the shadertoy uniform names. Took me a while to figure out that the default format on each pass is unorm8, click the resolution button under the viewport to change.
@nk@wookash_podcast Thanks for linking his site, I'm enjoying what I've read so far. However I haven't seen anything I would describe as "cpp maximalist", quite the opposite. It looks closer to the kind of person ลukasz described, very conscious of the disadvantages of more abstracted features:
@nk@wookash_podcast The mesh edge article aligns with what the OP is saying though; the final version is "over an order of magnitude faster" than the first std::map version, and other than the output list of edges it only uses vectors that don't change size. Could be done trivially in C
@aimbotRaz@noinodev I recommend not jumping for a full-on ECS unless you know you need that kind of complexity. I like Odin so I've used this template as a starting point for a few projects, find an equivalent for whatever language you like using. https://t.co/p6zeunZCzQ
@AlientrapGames@KenneyNL Interesting to see how this effects the shadows, because the sun sees something like the first image it reveals some of the seams. Does this prevent you from changing the sun direction? Or can you flip the camera around and project textures onto the backside to cover up holes?
@SebAaltonen On a Galaxy A52. 30+fps looking down at the ground, 9-12 looking at distant terrain or straight up. Does sky always use maximum raytrace steps?
@rfleury Wouldn't be surprised if games that people currently struggle to run on similar PCs "magically" work better on steam machine, just because they no longer have a browser+whatever background programs+Windows running alongside it.
@rfleury I think people dubious about the specs underrate the amount of work devs are willing to do for a "Verified" badge, especially for indies it helps their store page visibility on a verified device. There are desktop-focused games that ship with Deck-specific settings presets now.