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89ca3efb3e
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rewrote meshopt (again) to actually perform vertex optimizations, and fixed LOD generation), fixed LOD level calculation (because Vulkan's -Y ruined things), some tweaks and fixes to the memory pool / allocator (it will still segfault on termination because of how things are ordered)
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2026-05-04 21:14:04 -05:00 |
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b37eb0ed62
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added per-thread metrics
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2026-05-03 00:27:47 -05:00 |
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2a72cb42d8
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more tweaks to the threading code (made scene loading much faster as a by-product), beginnings of allowing behaviors to specify thread name to use (to implement the latter half later)
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2026-05-02 21:32:27 -05:00 |
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4344323f13
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further segregation and reorganization of physics system files
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2026-05-01 14:54:09 -05:00 |
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fe10395ce8
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organized physics system
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2026-05-01 11:51:24 -05:00 |
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60527c4e6b
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more physics fixes (somewhat finished hulls, gravity-related jitter-bounces from position correction (removed it), fixed BVH bugs, islands/bodies always being awake, refit/rebuild strategies, non-flattened BVHs not working, spheres not rolling, etc)
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2026-04-30 22:44:32 -05:00 |
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9c25bf9a9a
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added convex hull colliders (mesh colliders with fundamental differences), also fixed mesh v mesh because of some dumb assumption that the BVH was in worldspace
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2026-04-29 23:19:54 -05:00 |
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b523878912
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revamped makefiles, overhauled memory pool allocator (instantiator works without memory pooling as a byproduct)
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2026-04-29 19:04:49 -05:00 |
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3965d3f719
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cleaned up GUI system ((re)added simple anchoring system, although I need to actually utilize it), fixed SDFs looking like shit
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2026-04-28 22:56:10 -05:00 |
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84f2b63a8f
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revamped meshopt-based mesh optimizations, fixed mesh slicer/gridder, added LOD system (i think it works), physics tweaks (to-do: make meshMesh viable)
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2026-04-27 17:09:26 -05:00 |
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fc36c77167
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physics fixes
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2026-04-26 20:27:14 -05:00 |
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2c3da15a4d
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fake frames (and cleaning up swapchain code)
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2026-04-25 00:37:19 -05:00 |
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8803034a60
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added frame-gen via FFX-SDK (naively)
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2026-04-24 00:18:59 -05:00 |
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a6c74572c6
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a shoddy depth-of-field effect, repaired FFX-FSR integration (and upgraded to FFX-FSR3.1 upscale)
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2026-04-22 22:37:37 -05:00 |
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6d05ab865a
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neurotic optimizations (overhauled depth pyramid and bloom to ffx-sdp), more fixes
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2026-04-21 20:49:47 -05:00 |
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fd9036ee39
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repaired occlusion culling via depth pyramids
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2026-04-20 23:40:55 -05:00 |
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42aaf444ff
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lots of changes (physics tweaks, actually use dynamic buffers for UBOs, perf bottleneck fixed, bug fixes, etc)
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2026-04-20 17:33:22 -05:00 |
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012cddd37f
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more fixes before I lose my mind again (something something making VXGI look actually nice, correctness, fixing graphs, etc etc)
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2026-02-21 21:26:37 -06:00 |
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de44a6083d
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fixes
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2026-02-16 18:10:36 -06:00 |
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7fe261a36e
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added grounded state, attempted to try and snap velocities for grounded bodies with small enough velocities (but it doesn't seem to prevent jittering bodies that resolve collision-from-gravity......)
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2025-09-22 20:44:00 -05:00 |
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52fa565eb5
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some more menial tasks (implemented triangleAabb as composing the AABB as a triangulated box since it seems better that way, added inertia calculations for meshes even though I think the approach for inertia tensors and rotations seems really wrong)
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2025-09-21 19:30:11 -05:00 |
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3ac3022f88
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this is saner (although selectively querying for specific mesh attributes on view construction, just to have an interface to access them by name seems extremely silly), also triangleAabbSAT for stability (it's marginally more stable)
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2025-09-17 12:34:11 -05:00 |
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58dee945f8
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proper pre-computing of mesh views (with equally horrid code)
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2025-09-15 18:05:15 -05:00 |
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16062f8135
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fixed the bottleneck....... (mesh.makeViews incurred a very heavy penalty per triangle, currently naively caching the mesh views until I can be bothered to muck up the function headers)
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2025-09-15 17:28:13 -05:00 |
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1e548265ad
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more optimizations by making node bounds an AoS instead and some other tweaks and fixes (even though it doesn't seem to amount to much tangible results because the scene explodes when I make props in mds_mcdonalds dynamic)
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2025-09-15 16:01:05 -05:00 |
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7dee5ccd53
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lol...
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2025-09-15 07:13:26 -05:00 |
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8dd83f7f49
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I guess I'll try and do some work (something about trying to force inline the vector operators but failing, and ensuring the internal physics system should work for the dreamcast with its quantized meshes (maybe, it's still quite underperforming compared to RP3D), probably some other things from a week or so ago)
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2025-09-14 20:37:34 -05:00 |
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36612f9ce9
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fixed AABBs calculated from the graph system being wrong because for whatever reason i was transforming the bounds to world space, and this never mattered when using RP3D because it was always fed local extents......
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2025-09-05 21:25:59 -05:00 |
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cb36936411
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more refinements and optimizations for the physics
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2025-09-05 19:08:07 -05:00 |
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fff258917e
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fixed dynamic/static split BVHs because of some dumb assumptions, fixed contacts being order dependent from not flipping the normals for '*Mesh' contacts generated, some other things (scenes don't lag to high hell but my props and doors aren't collidable...)
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2025-09-04 22:22:08 -05:00 |
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e1d824a5ac
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further ironing out the underlying math lib / SIMD intrinsics (theoretically now if -march=native binaries are shipped they shouldn't crash through multi-versioning)
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2025-09-04 19:39:22 -05:00 |
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c87eac5e05
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bigly refractors vector/quaternion/matrix all around (and beginning to ensure SIMD optimizations for physics)
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2025-09-04 00:46:01 -05:00 |
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593bdc93cd
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physics optimizations (lots...)
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2025-09-02 21:51:00 -05:00 |
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a66f56ad9f
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refractor to try and minimize differences between reactphysics and internal physics engine (that i really need to optimize now), reverted some things with the graph system to get it to work again on scenes with more than one mesh (because for some reason instance IDs need to be global and i cant for the life of me figure out how to properly remap them)
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2025-09-01 23:16:43 -05:00 |
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3b5db2c32c
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finally it works (to-do: support for reading from fp16/bf16/quantized vertex data, some method of emitting contact information to the colliding bodies, collision masking, per-body gravity, fix sinking occuring when using the collider offset, some other things)
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2025-09-01 14:51:46 -05:00 |
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461894741f
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using a PSG solver is almost stable sans some weird oddities, would love to use a block solver but the current one is flawed
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2025-09-01 00:13:20 -05:00 |
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40da94c422
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wasted a week on trying to roll out my own physics system just to be humbled when it almost works but doesn't work well enough (probably a bad solver, will probably revisit it at a later date)
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2025-08-30 15:52:30 -05:00 |
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65cf3887b7
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finally nailed a memory leak because past me made assumptions RP3D cleared the triangle parts on body destruction per the documentation (although I still crash after a while on the DC build from fragmentation at 9MiB consumed......), crammed filetype preference to resolveURI since everything should be using that anyways, some other cruft I forget trying to nail down this memory leak
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2025-08-24 20:47:32 -05:00 |
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532c4054b6
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audio cleanup or something (because it's lagging the dreamcast build when emitting sounds)
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2025-08-24 11:38:37 -05:00 |
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9f23e22eb3
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more clang asan checks (and getting it to compile on MSYS2/clang)
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2025-08-23 18:21:50 -05:00 |
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044839bb81
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bug hunting through address sanitizer (at least for opengl)
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2025-08-23 15:58:38 -05:00 |
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8ccf468c2a
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fixes from the slop
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2025-08-23 11:36:36 -05:00 |
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c5f0ec69b2
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crammed linux support and spent several hours trying to hunt down static initialization demons just for my .so lib to be made wrong
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2025-08-23 01:50:57 -05:00 |
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0fb2e3b750
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removed storing model/prev-model matricies and color for every instance entry (by adding another indirection via objectID...), fixed rt pipeline because the BLAS's weren't being generated
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2025-08-21 22:54:49 -05:00 |
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a099c562a2
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remove the weird redundancy of having drawcommands + instances + primitives (which store draw commands and instances) (although i should probably do the opposite to not tie instances to draw commands)
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2025-08-21 18:25:29 -05:00 |
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9f2f51c644
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before overhauling the graph system to not depend on pod::Graph
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2025-08-20 22:13:23 -05:00 |
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e5de1491f2
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skip rendering the next frame under vulkan, as this fixes the crash on scene load when the scene graph storage buffers need to be resized (even though nothing makes sense)
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2025-08-20 15:22:35 -05:00 |
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81a3125fcd
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fixed graph buffers not getting updated (for opengl, vulkan still crashes...)
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2025-08-19 23:36:48 -05:00 |
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114bed0d5d
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pre-emptive opengl fixes (it at least works fully which is mostly what I care about)
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2025-08-19 19:33:57 -05:00 |
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0a29063869
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realized past me realized that aliasing buffers isn't foolproof and added a system to fetch buffer descriptors by name from a source, yet never used it (re-bind buffer descriptors on mesh updates, need to fix the crash for graph storage when it resizes...)
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2025-08-19 19:18:12 -05:00 |
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