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engine
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shaders
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ecker
ec2122ab12
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
2026-05-05 19:48:18 -05:00
..
base
/line
common
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)
2026-05-04 21:14:04 -05:00
display
revamped meshopt-based mesh optimizations, fixed mesh slicer/gridder, added LOD system (i think it works), physics tweaks (to-do: make meshMesh viable)
2026-04-27 17:09:26 -05:00
ext
neurotic optimizations (overhauled depth pyramid and bloom to ffx-sdp), more fixes
2026-04-21 20:49:47 -05:00
graph
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
2026-05-05 19:48:18 -05:00
gui
cleaned up GUI system ((re)added simple anchoring system, although I need to actually utilize it), fixed SDFs looking like shit
2026-04-28 22:56:10 -05:00
raytrace
neurotic optimizations (overhauled depth pyramid and bloom to ffx-sdp), more fixes
2026-04-21 20:49:47 -05:00