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98ec4933da
engine
/
bin
/
data
/
shaders
/
display
History
ecker
46c08b0516
lots of things (cleaned up how graph storage works, fixed bugs related to loading from gtlf rather than a graph, fixed lightmap baker, use RGBExp32 format for lightmaps, some other things, in-progress BSP/VTF/MDL loader)
2026-06-03 22:55:14 -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
fixed odd regression where door collision broke (and trying to fix the weird flickering with using the aliased camera UBO for the deferred pass)
2026-05-15 20:37:10 -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
lots of things (cleaned up how graph storage works, fixed bugs related to loading from gtlf rather than a graph, fixed lightmap baker, use RGBExp32 format for lightmaps, some other things, in-progress BSP/VTF/MDL loader)
2026-06-03 22:55:14 -05:00