• 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 2025-08-19 01:56:28 +00:00
e796fee762 more dependency cleanup / updating
8298fcec2d more cleanup, crammed DC texconv into here for later use
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ecker pushed to master at ecker/engine 2025-08-18 04:18:43 +00:00
ba9f5c8323 some fixups for the scene tick loop, try and reuse existing buffers when reading buffers into them to avoid unnecessary allocations, fixed non-safe running a lua script because I didn't pass in the env
ecker pushed to master at ecker/engine 2025-08-18 01:50:10 +00:00
c9448f9b74 lua optimizations to remove as much overhead as possible (to almost nothing), adjusted how metadata is accessed in lua (it requires explicit pasting of macros)
ecker pushed to master at ecker/engine 2025-08-17 22:54:03 +00:00
0a299a3fd2 removing unused dependencies, noted quirks with Dreamcast compilation
ecker pushed to master at ecker/engine 2025-08-16 20:57:07 +00:00
f7fba27753 fixed OpenGL crash + Dreamcast oddities (past me did in fact realize that userdata never called destructors and handled it for opengl pseudo-command buffers)
ecker pushed to master at ecker/engine 2025-08-16 17:24:11 +00:00
62bc086659 also updated nlohmann/json to latest
5f8a80c25f resolved an oversight past me never realized where you still need to call destructors on placement new'd memory (and other things to resolve a memory leak that was very noticeable with 16MB of RAM)
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ecker pushed to master at ecker/engine 2025-08-16 05:46:17 +00:00
9858cf9800 for opengl, have uniform colors bind to a draw command via pointer like an actual shader uniform (and also have it prioritize vertex colors instead)
ecker pushed to master at ecker/engine 2025-08-16 05:25:16 +00:00
cb1d9c4daf some gui hook cleanup, added keyboard/controller input for selecting gui options, fixed a crash when loading larger scenes because of low buffer size (or at least I believe it was that)
b10ee9975a updated dc rp3d to 0.9.0 (0.10.0 overhauled triangle meshes and I cannot be assed to shove every draw call mesh into a collision body) and that did in fact fix the issue of collision breaking when remaking the mesh collider
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ecker created branch 0.9.0-old in ecker/reactphysics3d 2025-08-15 14:03:50 +00:00
ecker deleted branch master from ecker/reactphysics3d 2025-08-15 14:03:50 +00:00
ecker pushed to 0.9.0 at ecker/reactphysics3d 2025-08-15 14:03:13 +00:00
f047019d55 Dreamcast fixes, also that experimental float16/quantized uint16_t triangle mesh support
ecker deleted branch dreamcast from ecker/reactphysics3d 2025-08-15 14:02:01 +00:00
ecker pushed to 0.9.0 at ecker/reactphysics3d 2025-08-15 14:00:33 +00:00
1b6ac0e680 Dreamcast fixes, also that experimental float16/quantized uint16_t triangle mesh support
ecker created branch 0.9.0 in ecker/reactphysics3d 2025-08-15 14:00:33 +00:00
ecker pushed to 0.8.0 at ecker/reactphysics3d 2025-08-15 13:58:32 +00:00
ecker created branch 0.8.0 in ecker/reactphysics3d 2025-08-15 13:58:32 +00:00
ecker pushed to master at ecker/engine 2025-08-15 05:08:31 +00:00
d5e58ccb9b somehow broke and fixed mesh quantization breaking again after streaming mesh data (need to dequantize first because naively just resetting the descriptors is wrong) (although I might need to update RP3D because collision breaks only when streaming mesh data and DC uses an older version)
ecker pushed to master at ecker/engine 2025-08-15 04:32:40 +00:00
ab9aa0ae13 fixed oversight in uf::Mesh::convert, fixed texture streaming not working in OpenGL (the graphic.material.textures weren't updated) fixed missing texture being used in VXGI for vulkan (think it was from reinitializing the texture object itself if it was aliased rather than just resetting the handles)
ecker pushed to master at ecker/engine 2025-08-15 00:10:35 +00:00
9ec35a26e6 added texture/animation streaming (to-do: fix textures for OpenGL), serendipitously fixed animations when loading from a graph
ecker pushed to master at ecker/engine 2025-08-14 03:13:24 +00:00
eadf732ee5 more agony (oversight fixes and dreamcast build works again (although it doesn't resolve my outstanding issues of too large of a scene mesh......))