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94ce7be618
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even more inane code cleanup, migrated immediate mode debug draw into its own file, added transform flattening pre/post physics step (for two reasons)
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2026-05-26 22:08:16 -05:00 |
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0a92fed14a
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attempt at generating a ragdoll from a skinned mesh (doesn't work right now), fixed normal mapping
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2026-05-24 22:23:41 -05:00 |
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6deb8795c5
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even more inane code cleanup, more lua bindings, multiple bodies for an entity (doesn't work?), ragdoll (doesn't work)
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2026-05-22 20:19:28 -05:00 |
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40157df205
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even more inane cleanup, and even more constraints
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2026-05-22 00:02:37 -05:00 |
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7bd4b00514
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NGS position solver fixed because of a pesky minus sign
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2026-05-20 22:32:34 -05:00 |
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9097aebc92
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lots of physics cleanup and fixes (split-impulse performs better than a NGS position correction somehow?)
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2026-05-20 20:59:47 -05:00 |
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098281ad81
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removed PGS solver since it is the iterative impulse solver, fixed returning problem of boxes sinking, some other things
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2026-05-20 15:02:29 -05:00 |
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437df59459
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more cleanup (physics seem to /almost/ work without issues)
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2026-05-19 22:25:22 -05:00 |
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f054874fed
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generate proper-ish contacts for triangleAabb/triangleObb, code cleanup
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2026-05-19 15:01:38 -05:00 |
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a1f62ef0c3
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added forward+ rendermode, added debug draw for physics system (revealed my meshAabb/neshObb ocntact points were wrong)
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2026-05-18 21:11:42 -05:00 |
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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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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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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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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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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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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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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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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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8298fcec2d
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more cleanup, crammed DC texconv into here for later use
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2025-08-18 20:47:25 -05:00 |
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0a299a3fd2
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removing unused dependencies, noted quirks with Dreamcast compilation
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2025-08-17 17:53:10 -05:00 |
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bc406d5b62
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agony (added streaming in mesh data if it's out of range (but for the worldspawn only), re-enabled mesh slicing because I commented it out months ago and didn't remember why, some other things probably in the quest of getting this added)
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2025-08-13 19:46:05 -05:00 |
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cf9a4c9a9d
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some more cleanup, use march=native + lto for dev (non-release), only do mesh quantization when available (when using my GLdc fork), removed unused headers
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2025-08-10 20:29:40 -05:00 |
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