• 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 2025-09-06 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)
ecker pushed to master at ecker/engine 2025-09-03 02:51:54 +00:00
593bdc93cd physics optimizations (lots...)
ecker pushed to master at ecker/engine 2025-09-02 04:17:14 +00:00
a66f56ad9f refractor to try and minimize differences between reactphysics and internal physics engine (that i really need to optimize now), reverted some things with the graph system to get it to work again on scenes with more than one mesh (because for some reason instance IDs need to be global and i cant for the life of me figure out how to properly remap them)
ecker pushed to master at ecker/engine 2025-09-02 01:21:51 +00:00
0ce6b57867 fixes because i neglected to test the uf::graph changes on other scenes (just to realize i really need to optimize the internal physics system...)
ecker pushed to master at ecker/engine 2025-09-01 19:52:05 +00:00
3b5db2c32c finally it works (to-do: support for reading from fp16/bf16/quantized vertex data, some method of emitting contact information to the colliding bodies, collision masking, per-body gravity, fix sinking occuring when using the collider offset, some other things)
ecker pushed to master at ecker/engine 2025-09-01 05:15:23 +00:00
461894741f using a PSG solver is almost stable sans some weird oddities, would love to use a block solver but the current one is flawed
ecker pushed to master at ecker/engine 2025-08-31 18:00:51 +00:00
78f35cc0d5 (maybe) ironed out solvers but need to figure out the weak resultant force problem......
ecker pushed to master at ecker/engine 2025-08-30 20:52:49 +00:00
40da94c422 wasted a week on trying to roll out my own physics system just to be humbled when it almost works but doesn't work well enough (probably a bad solver, will probably revisit it at a later date)
ecker pushed to master at ecker/engine 2025-08-30 03:52:34 +00:00
02338bc841 wasted a week being humbled by wanting to cobble together my own physics system to avoid having to sync to/from a different physics system (it's mostly there but the solver is a pain to get right)
ecker pushed to master at ecker/engine 2025-08-25 01:50:26 +00:00
65cf3887b7 finally nailed a memory leak because past me made assumptions RP3D cleared the triangle parts on body destruction per the documentation (although I still crash after a while on the DC build from fragmentation at 9MiB consumed......), crammed filetype preference to resolveURI since everything should be using that anyways, some other cruft I forget trying to nail down this memory leak
ecker pushed to master at ecker/engine 2025-08-24 16:40:46 +00:00
532c4054b6 audio cleanup or something (because it's lagging the dreamcast build when emitting sounds)
ecker pushed to master at ecker/engine 2025-08-23 23:23:08 +00:00
9f23e22eb3 more clang asan checks (and getting it to compile on MSYS2/clang)
044839bb81 bug hunting through address sanitizer (at least for opengl)
8ccf468c2a fixes from the slop
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ecker pushed to master at ecker/engine 2025-08-23 06:51:19 +00:00
c5f0ec69b2 crammed linux support and spent several hours trying to hunt down static initialization demons just for my .so lib to be made wrong
ecker pushed to master at ecker/engine 2025-08-23 06:43:33 +00:00
329dd5ef4d crammed linux support and spent several hours trying to hunt down static initialization demons just for my .so lib to be made wrong
ecker pushed to master at ecker/engine 2025-08-22 03:55:11 +00:00
0fb2e3b750 removed storing model/prev-model matricies and color for every instance entry (by adding another indirection via objectID...), fixed rt pipeline because the BLAS's weren't being generated
ecker pushed to master at ecker/engine 2025-08-22 02:16:34 +00:00
a099c562a2 remove the weird redundancy of having drawcommands + instances + primitives (which store draw commands and instances) (although i should probably do the opposite to not tie instances to draw commands)
9f2f51c644 before overhauling the graph system to not depend on pod::Graph
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