• 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 2026-05-31 06:16:59 +00:00
a6875adf13 better billboarding
ecker pushed to master at ecker/engine 2026-05-31 04:08:28 +00:00
90758175ca render entity information, properly handle when there's no lines/strings to render (as it would never update the buffers to say theres nothing to draw), skip resolving manifold contacts if a body is a trigger (idle thought told me that i needed to do this before i bother with triggers)
4f03712001 mucho texto (hunted down a weird GCC v13 bug that required uf::transform::apply to be inlined, working clang again, more attempts to fix ragdolls, made GUI text much more optimal, debug draw text, a bunch of other things)
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ecker pushed to master at ecker/engine 2026-05-31 02:54:10 +00:00
d8baa484da mucho texto (hunted down a weird GCC v13 bug that required uf::transform::apply to be inlined, working clang again, more attempts to fix ragdolls, debug draw text, a bunch of other things)
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ecker pushed to master at ecker/engine 2026-05-28 04:06:21 +00:00
e434f33092 tie joint matrices to ragdoll joints
ecker pushed to master at ecker/engine 2026-05-28 01:55:43 +00:00
5402aff2a8 imagine my shock the week-long issue predicated on scaling issues (constraint solving is now scaling aware, automatic ragdoll rigging seems to work, but need to actually bind the transforms to joint matrices)
ecker pushed to master at ecker/engine 2026-05-27 03:22:37 +00:00
94ce7be618 even more inane code cleanup, migrated immediate mode debug draw into its own file, added transform flattening pre/post physics step (for two reasons)
ecker pushed to master at ecker/engine 2026-05-25 03:30:06 +00:00
0a92fed14a attempt at generating a ragdoll from a skinned mesh (doesn't work right now), fixed normal mapping
ecker pushed to master at ecker/engine 2026-05-23 20:47:31 +00:00
3a2dfb0833 retrieval of collision events
ecker pushed to master at ecker/engine 2026-05-23 03:24:17 +00:00
52b972167a body_medium_impact_hard6.wav (ragdoll works)
ecker pushed to master at ecker/engine 2026-05-23 03:04:56 +00:00
eec75781ba an almost perfect ragdoll (has issues when you grab it)
ecker pushed to master at ecker/engine 2026-05-23 01:19:44 +00:00
6deb8795c5 even more inane code cleanup, more lua bindings, multiple bodies for an entity (doesn't work?), ragdoll (doesn't work)
ecker pushed to master at ecker/engine 2026-05-22 05:13:20 +00:00
40157df205 even more inane cleanup, and even more constraints
7758389c6c more neurotic code cleanup, added joint constraints
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ecker pushed to master at ecker/engine 2026-05-21 03:35:56 +00:00
7bd4b00514 NGS position solver fixed because of a pesky minus sign
9097aebc92 lots of physics cleanup and fixes (split-impulse performs better than a NGS position correction somehow?)
098281ad81 removed PGS solver since it is the iterative impulse solver, fixed returning problem of boxes sinking, some other things
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ecker pushed to master at ecker/engine 2026-05-20 03:26:03 +00:00
a8ad6d0fe4 typo
437df59459 more cleanup (physics seem to /almost/ work without issues)
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ecker pushed to master at ecker/engine 2026-05-19 20:10:11 +00:00
f054874fed generate proper-ish contacts for triangleAabb/triangleObb, code cleanup
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