• 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 2026-04-21 04:41:22 +00:00
fd9036ee39 repaired occlusion culling via depth pyramids
ecker pushed to master at ecker/engine 2026-04-20 22:35:52 +00:00
42aaf444ff lots of changes (physics tweaks, actually use dynamic buffers for UBOs, perf bottleneck fixed, bug fixes, etc)
012cddd37f more fixes before I lose my mind again (something something making VXGI look actually nice, correctness, fixing graphs, etc etc)
de44a6083d fixes
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ecker pushed to master at ecker/vee-speedrun-ratings 2026-02-14 22:18:40 +00:00
33677fbadf 2.141
4e414dce2b 8/10 It's OK.
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ecker pushed to master at ecker/vee-speedrun-ratings 2026-01-11 14:30:00 +00:00
0e3a0cbc96 Regenerated the older charts to standardize them.
ecker pushed to master at ecker/vee-speedrun-ratings 2026-01-11 14:13:42 +00:00
7791120d73 Grim.........
ecker pushed to master at ecker/vee-speedrun-ratings 2026-01-11 14:13:18 +00:00
4cce370cdf IGrim.........
ecker pushed to master at ecker/engine 2025-09-23 01:44:23 +00:00
7fe261a36e added grounded state, attempted to try and snap velocities for grounded bodies with small enough velocities (but it doesn't seem to prevent jittering bodies that resolve collision-from-gravity......)
ecker pushed to master at ecker/engine 2025-09-22 00:30:23 +00:00
52fa565eb5 some more menial tasks (implemented triangleAabb as composing the AABB as a triangulated box since it seems better that way, added inertia calculations for meshes even though I think the approach for inertia tensors and rotations seems really wrong)
ecker pushed to master at ecker/engine 2025-09-17 17:34:38 +00:00
3ac3022f88 this is saner (although selectively querying for specific mesh attributes on view construction, just to have an interface to access them by name seems extremely silly), also triangleAabbSAT for stability (it's marginally more stable)
ecker pushed to master at ecker/engine 2025-09-15 23:05:39 +00:00
58dee945f8 proper pre-computing of mesh views (with equally horrid code)
ecker pushed to master at ecker/engine 2025-09-15 22:28:28 +00:00
16062f8135 fixed the bottleneck....... (mesh.makeViews incurred a very heavy penalty per triangle, currently naively caching the mesh views until I can be bothered to muck up the function headers)
ecker pushed to master at ecker/engine 2025-09-15 21:01:33 +00:00
1e548265ad more optimizations by making node bounds an AoS instead and some other tweaks and fixes (even though it doesn't seem to amount to much tangible results because the scene explodes when I make props in mds_mcdonalds dynamic)
ecker pushed to master at ecker/engine 2025-09-15 12:13:43 +00:00
7dee5ccd53 lol...
ecker pushed to master at ecker/engine 2025-09-15 01:37:45 +00:00
8dd83f7f49 I guess I'll try and do some work (something about trying to force inline the vector operators but failing, and ensuring the internal physics system should work for the dreamcast with its quantized meshes (maybe, it's still quite underperforming compared to RP3D), probably some other things from a week or so ago)
ecker pushed to master at ecker/engine 2025-09-06 02:26:07 +00:00
36612f9ce9 fixed AABBs calculated from the graph system being wrong because for whatever reason i was transforming the bounds to world space, and this never mattered when using RP3D because it was always fed local extents......
ecker pushed to master at ecker/engine 2025-09-06 00:08:45 +00:00
cb36936411 more refinements and optimizations for the physics
ecker pushed to master at ecker/engine 2025-09-05 03:23:02 +00:00
fff258917e fixed dynamic/static split BVHs because of some dumb assumptions, fixed contacts being order dependent from not flipping the normals for '*Mesh' contacts generated, some other things (scenes don't lag to high hell but my props and doors aren't collidable...)
ecker pushed to master at ecker/engine 2025-09-05 03:06:03 +00:00
00b61c1c22 fixed dynamic/static split BVHs because of some dumb assumptions, fixed contacts being order dependent from not flipping the normals for '*Mesh' contacts generated, some other things (scenes don't lag to high hell but my props and doors aren't collidable...)
ecker pushed to master at ecker/engine 2025-09-05 00:40:21 +00:00
e1d824a5ac further ironing out the underlying math lib / SIMD intrinsics (theoretically now if -march=native binaries are shipped they shouldn't crash through multi-versioning)
ecker pushed to master at ecker/engine 2025-09-04 05:47:40 +00:00
c87eac5e05 bigly refractors vector/quaternion/matrix all around (and beginning to ensure SIMD optimizations for physics)