• 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 2026-05-19 02:22:10 +00:00
a1f62ef0c3 added forward+ rendermode, added debug draw for physics system (revealed my meshAabb/neshObb ocntact points were wrong)
6b07173804 added OBB colliders, painfully trying to resolve issues with rotating bodies
142f584684 fixed odd regression where door collision broke (and trying to fix the weird flickering with using the aliased camera UBO for the deferred pass)
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ecker pushed to master at ecker/engine 2026-05-15 19:31:07 +00:00
07f2a7d17b unneeded now (and this somehow caused vxgi to double-light up the voxels from constantly re-recording)
ecker pushed to master at ecker/engine 2026-05-15 19:19:04 +00:00
f132f5d6d2 refractored descriptor sets to properly handle multiple sets for a given shader
e35806bb04 painfully diagnosed a performance hit with vxgi from one line being commented out (and a bug from eyepos being wrong)
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ecker pushed to master at ecker/engine 2026-05-14 04:43:42 +00:00
2afcacc9e1 fixed BARYCENTRIC_CALCULATE because it was actually stemming from not using the actual camera UBO used to render the scene (even though nsight showed the values matching so who knows)
ecker pushed to master at ecker/engine 2026-05-14 03:34:44 +00:00
dc192064b1 fixed the nagging problem of GUI elements being in their final position for one frame as i'm not setting them to their initial states pre-first tick, disabled BARYCENTRIC_CALCULATE until I can be assed to fix the 'reconstructed geometry data lags behind' issue
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)
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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)
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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
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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
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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)