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6b07173804
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added OBB colliders, painfully trying to resolve issues with rotating bodies
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2026-05-16 23:19:49 -05:00 |
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142f584684
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fixed odd regression where door collision broke (and trying to fix the weird flickering with using the aliased camera UBO for the deferred pass)
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2026-05-15 20:37:10 -05:00 |
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07f2a7d17b
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unneeded now (and this somehow caused vxgi to double-light up the voxels from constantly re-recording)
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2026-05-15 14:30:50 -05:00 |
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f132f5d6d2
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refractored descriptor sets to properly handle multiple sets for a given shader
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2026-05-15 14:18:50 -05:00 |
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e35806bb04
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painfully diagnosed a performance hit with vxgi from one line being commented out (and a bug from eyepos being wrong)
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2026-05-14 22:00:17 -05:00 |
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2afcacc9e1
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fixed BARYCENTRIC_CALCULATE because it was actually stemming from not using the actual camera UBO used to render the scene (even though nsight showed the values matching so who knows)
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2026-05-13 23:43:21 -05:00 |
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dc192064b1
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fixed the nagging problem of GUI elements being in their final position for one frame as i'm not setting them to their initial states pre-first tick, disabled BARYCENTRIC_CALCULATE until I can be assed to fix the 'reconstructed geometry data lags behind' issue
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2026-05-13 22:34:30 -05:00 |
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b3df72bfab
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validation errors squishing, finally bothered to seamlessly handle N-buffered UBOs, fixed shadowmapping not require a constant rebuild every time the lights changed (by instead binding all shadow textures and not-so-clever tricks), some other things
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2026-05-13 22:14:46 -05:00 |
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226f1fb77e
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vxgi fixed (because of a typo)
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2026-05-12 09:59:49 -05:00 |
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2475605941
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VK_KHR_multiview support (but it broke VXGI)
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2026-05-11 20:56:16 -05:00 |
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2e018962ee
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fixed shadowmaps
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2026-05-11 16:41:57 -05:00 |
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c62240641a
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segregated descriptor set from pipeline (prerequisite for global/shared pipelines)
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2026-05-09 20:55:22 -05:00 |
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5f5bc08068
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proper descriptor pooling (prerequisite for properly segregating pipelines as shareable and descriptor sets as not)
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2026-05-09 14:02:15 -05:00 |
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a10ed8bc60
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alleged optimizations to vxgi (maybe), fixed crash with enabling shadowmapped lights (but they're broken still for some reason)
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2026-05-08 21:09:22 -05:00 |
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682dd2c794
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vxgi optimizations (to-do: fix the stuttering again from the UBO lagging or something)
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2026-05-06 20:47:54 -05:00 |
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ec2122ab12
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sanity fixes for gltf conversion (and LOD generation), (mostly) repaired streaming in mesh data (barycentric-deferred rendering would desync because of separated indirection buffers), streamed in mesh data picks the correct LOD (mostly working), squashed hidden bug where meshes were constantly destroying/creating the physics mesh and updating buffers
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2026-05-05 19:48:18 -05:00 |
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a145bae065
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updates to imgui integration (added thread metrics, moved things to a behavior, fixed bug i dont remember existing where imgui doesn't render for new scenes because it doesnt rebind to the new gui mode
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2026-05-05 14:54:34 -05:00 |
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f0d552c47b
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the other thing I was working on (main thread metrics)
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2026-05-04 21:49:29 -05:00 |
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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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