• 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.

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  • Joined on 2022-10-10
ecker pushed to master at ecker/engine 2026-08-20 01:18:59 +00:00
5ba9983594 also migrate frame accumulator to world state instead of it being a static variable in some weird timeline i have multiple physics sims running at once
cb86b34076 impressive... (some physics fixes i wasn't able to find myself), some fixes to get it to compile under linux (again, I thought it did before)
2b41912c4d 'what an expensive mistake this turned to to be' (was curious and revived my mistake of a .5K rig from a couple of years ago to toss the CPU=>GPU serialization issue at it just for it to shuffle some lines after 5M tokens)
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ecker pushed to master at ecker/engine 2026-08-19 03:42:19 +00:00
a0fab08ca4 non-blocking transient buffer draining + ring buffer or something
ecker pushed to master at ecker/engine 2026-08-19 00:21:11 +00:00
25470f8ac3 sanity and cleanup
ecker pushed to master at ecker/engine 2026-08-17 00:56:09 +00:00
b43a6179df fixed vxgi trace, something else I think
ecker pushed to master at ecker/engine 2026-08-16 04:37:37 +00:00
a43b1567b3 rabbithole of swapping VXGI to SVOGI (currently enabled arbitrary regions to voxelize into (mostly working)), repaired shadowmaps (kind of flickers from depth precision when moving), to-do: fix annoying race issue when GPU is under load that is not fixed with N-buffered attachments, but is fixed with vkDeviceWaitIdle (although this is a horribad bandaid fix)
08134804cf mesh/texture ''streaming'' (dynamic loading) is (relatively) seamless on the dreamcast now (due to concurrency issues with disk reads despite there only being one worker thread), a bunch of s/push_back/emplace_back since i've been getting lazy with it
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ecker pushed to master at ecker/engine 2026-08-11 01:44:58 +00:00
1f84f2b214 fixed audio issues for AICA backend (sound effects play now, OGG/WAV plays too), updated uf::io::preferred to have an order of preference, added query caching for most uf::io calls
ecker pushed to master at ecker/engine 2026-08-10 21:26:03 +00:00
8565569ec5 fixed issue with -ffast-math treating nan == nan as true instead of false, fixed normalize on dreamcast, squashed remaining failing physics unit tests (while hunting for the first two bugs), fixed position solver
ecker pushed to master at ecker/GLdc 2026-08-10 04:29:26 +00:00
50134535dc restored multitextured functionality (for lightmaps)
ecker pushed to master at ecker/engine 2026-08-10 04:29:01 +00:00
f7f6d54c54 re-enabled internal allocator for STL containers (because of lines being swapped), fixed async asset loading (for OpenGL, Vulkan still doesn't like it), grouped OpenGL draw calls by material type for a speedup, some other stuff
ecker pushed to master at ecker/engine 2026-08-09 18:14:08 +00:00
956b0ddb4a final fixes (refit/decide is flat aware, can fully clear unflat bounds/nodes when flattened, some timing issue with creating/initializing/updating the physics state), dreamcast still stutters on streaming in data though......
ecker pushed to master at ecker/engine 2026-08-09 16:35:31 +00:00
d078784088 fixed footsteps returning wrong sound (due to it assuming the view ID was a triangle ID), overhauled flattened BVHs by shrinking node size and quantizing AABBS to reduce memory footprint, fixed BVHs to clear the unflattened node/bounds when flattened (for meshes, broadphase BVHs need to be updated to use the flattened versions)
ecker pushed to master at ecker/engine 2026-08-09 03:55:29 +00:00
1324cf7e42 properly fixed this streamed-in BVH nightmare (to-do: fix the footsteps because it's passing in a local triangle ID instead of a global triangle ID like it expected before)
ecker pushed to master at ecker/engine 2026-08-09 01:55:12 +00:00
992556b054 more fixes (to-do: fix BVH serialization/deserialization since I'm very sure it's wrong, but everything else should be plumbed right)
ecker pushed to master at ecker/engine 2026-08-08 21:09:49 +00:00
24d1d63516 actually fix BVH building, overhauled BVH building to (theoretically) allow for nodes to be disabled so the BVH is loaded once and unloaded mesh regions are deactivated, build mesh BVHs when saving graph to disk and load them (to-do: actually fix it, since the writer might be broken)
ecker pushed to master at ecker/engine 2026-08-08 03:58:23 +00:00
ff72196418 fixed some bugs (to-do: squash the stutter from building the mesh's BVH)
ecker pushed to master at ecker/engine 2026-08-08 02:18:48 +00:00
fed6db2d17 more overkill optimizations (dedicated uf::thread implementation for KOS, replaced std::istream in VFS, mesh code cleanup, probably fixed std::swap maybe naively copying), dramatically sped up mesh streaming/processing, but still a small noticeable stutter on the dreamcast
ecker pushed to master at ecker/engine 2026-08-07 15:30:51 +00:00
25ee978a8d fixed bug in texconv, dreamcast settings adjustments (namely shrinking the threshold for reading the entire file vs streaming it in because for some reason I thought 2MB wasn't an issue)
ecker pushed to master at ecker/engine 2026-08-07 01:46:09 +00:00
e3ae6d6b85 mesh streaming works with interleaved meshes, overhauled mesh streaming to work asynchronously (ironically only x86_64 OpenGL works well with it), reverted dtex conversion to 32x32 because any larger size doesn't actually work
ecker pushed to master at ecker/engine 2026-08-06 01:18:49 +00:00
d758cf6db9 fixed some weird memory leak with keymap import/merge, validated allocator settings, some other things (mds-mcdonalds can now theoretically load on a real dreamcast) (to-do: asynchronous mesh loading since it stutters on streaming new mesh data)
ecker pushed to master at ecker/engine 2026-08-05 01:45:49 +00:00
f4fdf5208f fixed emitted audio crashing if not-existant, fixed GLdc non-compressed texture loading, bin lightmaps to partitions for NewDark MIS and Valve BSP loaders (NewDark doesn't group by portal-cell), validated that game scene does load on dreamcast (even though mds-mcdonalds clocks at 23MiB at runtime with gutting everything......)