• https://git.ecker.tech/ aims to provide a place to share my efforts while maintaining true ownership of my code, as I do not trust GitHub.

    XMR: 4B9TQdkAkBFYrbj5ztvTx89e5LpucPeTSPzemCihdDi9EBnx7btn8RDNZTBz2zihWsjMnDkzn5As1LU6gLv3KQy8BLsZ8SG

  • Joined on 2022-10-10
ecker pushed to master at ecker/engine 2026-05-14 03:15:11 +00:00
b3df72bfab 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
ecker pushed to master at ecker/engine 2026-05-12 15:00:21 +00:00
226f1fb77e vxgi fixed (because of a typo)
ecker pushed to master at ecker/engine 2026-05-12 01:56:29 +00:00
2475605941 VK_KHR_multiview support (but it broke VXGI)
ecker pushed to master at ecker/engine 2026-05-11 21:42:42 +00:00
2e018962ee fixed shadowmaps
c62240641a segregated descriptor set from pipeline (prerequisite for global/shared pipelines)
5f5bc08068 proper descriptor pooling (prerequisite for properly segregating pipelines as shareable and descriptor sets as not)
Compare 3 commits »
ecker pushed to master at ecker/engine 2026-05-09 02:16:57 +00:00
a10ed8bc60 alleged optimizations to vxgi (maybe), fixed crash with enabling shadowmapped lights (but they're broken still for some reason)
ecker pushed to master at ecker/engine 2026-05-07 01:48:40 +00:00
682dd2c794 vxgi optimizations (to-do: fix the stuttering again from the UBO lagging or something)
ecker pushed to master at ecker/engine 2026-05-06 00:50:35 +00:00
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
a145bae065 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
f0d552c47b the other thing I was working on (main thread metrics)
Compare 3 commits »
ecker pushed to master at ecker/engine 2026-05-05 02:14:16 +00:00
89ca3efb3e 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)
b37eb0ed62 added per-thread metrics
Compare 2 commits »
ecker pushed to master at ecker/engine 2026-05-03 02:32:42 +00:00
2a72cb42d8 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)
ecker pushed to master at ecker/engine 2026-05-01 19:54:34 +00:00
4344323f13 further segregation and reorganization of physics system files
fe10395ce8 organized physics system
Compare 2 commits »
ecker pushed to master at ecker/engine 2026-05-01 03:45:00 +00:00
60527c4e6b 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)
ecker pushed to master at ecker/engine 2026-04-30 04:20:50 +00:00
9c25bf9a9a 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
ecker pushed to master at ecker/engine 2026-04-30 00:05:29 +00:00
b523878912 revamped makefiles, overhauled memory pool allocator (instantiator works without memory pooling as a byproduct)
ecker pushed to master at ecker/engine 2026-04-29 03:57:11 +00:00
3965d3f719 cleaned up GUI system ((re)added simple anchoring system, although I need to actually utilize it), fixed SDFs looking like shit
ecker pushed to master at ecker/engine 2026-04-27 22:09:45 +00:00
84f2b63a8f revamped meshopt-based mesh optimizations, fixed mesh slicer/gridder, added LOD system (i think it works), physics tweaks (to-do: make meshMesh viable)
ecker pushed to master at ecker/engine 2026-04-27 01:27:43 +00:00
fc36c77167 physics fixes
ecker pushed to master at ecker/engine 2026-04-25 05:37:48 +00:00
2c3da15a4d fake frames (and cleaning up swapchain code)
ecker pushed to master at ecker/engine 2026-04-24 05:19:28 +00:00
8803034a60 added frame-gen via FFX-SDK (naively)
ecker pushed to master at ecker/engine 2026-04-23 03:37:58 +00:00
a6c74572c6 a shoddy depth-of-field effect, repaired FFX-FSR integration (and upgraded to FFX-FSR3.1 upscale)
ecker pushed to master at ecker/engine 2026-04-22 01:50:03 +00:00
6d05ab865a neurotic optimizations (overhauled depth pyramid and bloom to ffx-sdp), more fixes