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engine
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ecker
5931a5dc6f
reverted hook hashes because all non-entity hook dispatches breaks, dilate texture atlases if padding is requested, proper mipmapping in deferred shader, some other code cleanup, parse mass from MDL, load error model as fallback
2026-06-09 23:24:05 -05:00
..
bloom
a shoddy depth-of-field effect, repaired FFX-FSR integration (and upgraded to FFX-FSR3.1 upscale)
2026-04-22 22:37:37 -05:00
compositor
fake frames (and cleaning up swapchain code)
2026-04-25 00:37:19 -05:00
deferred
/comp
reverted hook hashes because all non-entity hook dispatches breaks, dilate texture atlases if padding is requested, proper mipmapping in deferred shader, some other code cleanup, parse mass from MDL, load error model as fallback
2026-06-09 23:24:05 -05:00
depth-pyramid
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
dof
a shoddy depth-of-field effect, repaired FFX-FSR integration (and upgraded to FFX-FSR3.1 upscale)
2026-04-22 22:37:37 -05:00
renderTarget
added frame-gen via FFX-SDK (naively)
2026-04-24 00:18:59 -05:00
vxgi
more engine cleanup and fixes (removed the footgun of texture2Ds/instanceAddresses, parse VMT values into material information, re-parent nodes for BSP loader, hopefully final VFS integration fixes)
2026-06-06 15:36:36 -05:00