• 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 2026-07-16 03:19:40 +00:00
c5e49e59eb fixed stacking multiple Zip mounts from overwriting due to not assigning mount.path, adding NewDark .mis loading (to-do: fix rotation quirks, some textures not loading, implement LGMM loading, handle non-lightmap lights, handle soundscapes, tie in links, etc.)
ecker pushed to master at ecker/engine 2026-07-13 03:13:30 +00:00
234aba6782 finishing integration of batched-scattered reads for fast load
ecker pushed to master at ecker/engine 2026-07-12 17:44:43 +00:00
d1c2de0423 added lz4 because i forgot to finish it i guess (and starting to abstract this batched-scattered read paradigm)
ecker pushed to master at ecker/vee-speedrun-ratings 2026-07-12 07:39:29 +00:00
6c23eb409f updated script (for HTML support)
ecker pushed to master at ecker/vee-speedrun-ratings 2026-07-12 07:37:17 +00:00
57ff771366 updated script (for HTML support)
ecker pushed to master at ecker/vee-speedrun-ratings 2026-07-12 07:35:49 +00:00
9a425e5873 grim.
ecker pushed to master at ecker/engine 2026-07-11 22:52:10 +00:00
2a02e08383 fixes for streaming in meshes/textures (sped up scene loading because I was thrashing I/O with re-walking a gunzip file constantly the moment i swapped to storing all mesh data inside one file......), some other things I don't remember since it was a week ago
ecker pushed to master at ecker/engine 2026-07-05 04:20:25 +00:00
ad360a351d when load times regress (more fixes related to opengl, to-do actually make interleaving + streaming work)
ecker pushed to master at ecker/engine 2026-07-03 00:22:23 +00:00
fa5f421140 more opengl related fixes (like proper instancing), disabled signaling a command buffer rebuild on graphic.updateMesh (to-do: properly handle this strictly for immediate-mode debug draw, or just do some lambda memery)
ecker pushed to master at ecker/engine 2026-07-01 02:22:12 +00:00
65a08839f9 more fixes
ecker pushed to master at ecker/engine 2026-06-29 00:57:22 +00:00
a2636e834c opengl related fixes that almost are done (some props aren't rendering because of alpha shitcannery)
ecker pushed to master at ecker/engine 2026-06-24 02:51:22 +00:00
c3e337bb87 finalized VR rendermode, rendertarget handles the camera for where it should render at (defaults to 3 units in front of camera), fixed flat GUI not clicking/hovering when in VR because of mismatched viewport sizes, fixed validation error regressions
ecker pushed to master at ecker/engine 2026-06-23 03:04:54 +00:00
a98298b668 repaired VR support (to-do: make the VR rendermode work)
e0fbed4a14 more fixes (chasing down demons because of forgetting to support BGR888......), theoretical HDR image saving/loading and animated textures (to-do: actually animate them)
def459e72c added 3D skybox rendering (to-do: fix some quirks), fixing lighting issues (to-do: fix tangents or normal maps or something i dont know)
Compare 3 commits »
ecker pushed to master at ecker/engine 2026-06-16 05:27:14 +00:00
a834adca13 audio effects via gaytracing, fixed IO connectivity of triggers, fixed linear doors not dooring
ecker pushed to master at ecker/engine 2026-06-16 02:24:40 +00:00
de5fc31ff5 refractored audio system into audiosource and audioclip
ecker pushed to master at ecker/engine 2026-06-14 04:55:53 +00:00
d5f374350e cubemap handling from vbsp parser (eventually to be used for PBR irradiance or whatever i guess)
ecker pushed to master at ecker/engine 2026-06-13 03:29:09 +00:00
7034da71de managed to fix the disgusting icky input lag at specific frametimes (because the swapchain was rendering to the wrong frame for presentation), attempting to fix a regression with shadowmaps being icky
ecker pushed to master at ecker/engine 2026-06-12 03:54:22 +00:00
8aee000b05 fix non-msaa because of cringe
ecker pushed to master at ecker/engine 2026-06-12 03:37:39 +00:00
02d98c1176 more neurotic changes, triangle IDs are dispatched in collision events, proper footstep sounds (to-do: make use of the physics material), Lua script can handle footsteps too (probably shouldn't because Lua invocations are kinda slow on dreamcast last I checked due to lack of LuaJIT), some other things I forgot already
595e986903 did not plan on actually implementing tr_polys with forward+ (it didn't even solve the issue of incadescent light panels not working right because they're baked into worldspawn)
590eee0684 even more SFINAE abuse shoving the hasher into unordered_map (and somewhere along the line scene loading is quicker because of things)
334b897e19 fixed the issues with uf::hashed_string keys for hook system (because of a lot of annoying things)
Compare 4 commits »
ecker pushed to master at ecker/engine 2026-06-10 04:55:26 +00:00
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