Every day you get one more yard
You take it on faith, you take it to the heart
The waiting is the hardest part
Yeah, the waiting is the hardest part - The Waiting, Tom Petty
Somewhere Between Points A and B
#Sidewinder #R2508 #nikon #AvGeek #cvvhrn #lowlevel
was a bit busy today, so didnt get anything big done
mostly cleaned up the greedy meshing function to try and make it more readable ( i didnt succeed vary much)
and cleaned up other places
#buildinpublic #100DaysOfCode #lowlevel #cpp #gamedev
was a bit busy today, so didnt get anything big done
mostly cleaned up the greedy meshing function to try and make it more readable ( i didnt succeed vary much)
and cleaned up other places
#buildinpublic #100DaysOfCode #lowlevel #cpp #gamedev
of course, as a "non family household" (no spouse or children) I'm essentially a non-person these days, but, like, growing up - my dad was a lowlevel college admin and prof, my mom was mostly a SAHM (her choice)
of course, as a "non family household" (no spouse or children) I'm essentially a non-person these days, but, like, growing up - my dad was a lowlevel college admin and prof, my mom was mostly a SAHM (her choice)
vertices are 12 bytes now,
there are 2 levels of chunks, LV0 which dont have greedy meshing and LV1 which has greedy meshing,
added texture atlesing, which had a bug for 2 hours...
image is 50x50 LV1 chunks at 150FPS
#buildinpublic #100DaysOfCode #lowlevel #cpp
vertices are 12 bytes now,
there are 2 levels of chunks, LV0 which dont have greedy meshing and LV1 which has greedy meshing,
added texture atlesing, which had a bug for 2 hours...
image is 50x50 LV1 chunks at 150FPS
#buildinpublic #100DaysOfCode #lowlevel #cpp
tried to make block rendering faster
separated chunk meshes into 6, one for each face direction
shrank 32byte*6 per face data, into 8 bytes
implemented multi draw calls in my API
results: 200FPS -> 20FPS
vram: 3.7GB -> 214MB
#buildinpublic #100DaysOfCode #lowlevel #cpp
tried to make block rendering faster
separated chunk meshes into 6, one for each face direction
shrank 32byte*6 per face data, into 8 bytes
implemented multi draw calls in my API
results: 200FPS -> 20FPS
vram: 3.7GB -> 214MB
#buildinpublic #100DaysOfCode #lowlevel #cpp
chunks now know about there neighbors,
mesh generation, while still temparary, accounts for neighbors,
working on a world manager that manages chunks, and how im going to handle meshes and rendering
#buildinpublic #100DaysOfCode #lowlevel #cpp
chunks now know about there neighbors,
mesh generation, while still temparary, accounts for neighbors,
working on a world manager that manages chunks, and how im going to handle meshes and rendering
#buildinpublic #100DaysOfCode #lowlevel #cpp
working on chunks
first design doenst know its neighbors, and isnt optimized for rendering at all, also no chunk manager for loading/save/generating or anything, meaning its all manual
im working on the new design
#buildinpublic #100DaysOfCode #lowlevel #cpp
working on chunks
first design doenst know its neighbors, and isnt optimized for rendering at all, also no chunk manager for loading/save/generating or anything, meaning its all manual
im working on the new design
#buildinpublic #100DaysOfCode #lowlevel #cpp
youtu.be/-3SoEoQUxdE
Le point interessant est que ca ne prend rien en CPU : même pas 3% (le décodage de la vidéo). Sans les calques, le CPU aurait été à 100% et le résultat hyper saccadé.
#linux #drm #lowlevel
youtu.be/-3SoEoQUxdE
Le point interessant est que ca ne prend rien en CPU : même pas 3% (le décodage de la vidéo). Sans les calques, le CPU aurait été à 100% et le résultat hyper saccadé.
#linux #drm #lowlevel
name for my library will be ubylib.
ill be posting it once its in a more "functional state"
cleaned up ubylib and added cmake
working on chunks for my game, 32x32x32, separated into layers and lists.
2h to fix z coordinate
#buildinpublic #100DaysOfCode #lowlevel #cpp
name for my library will be ubylib.
ill be posting it once its in a more "functional state"
cleaned up ubylib and added cmake
working on chunks for my game, 32x32x32, separated into layers and lists.
2h to fix z coordinate
#buildinpublic #100DaysOfCode #lowlevel #cpp
started working on voxel renderer (vary new, i know)
the image is 100x100x100 cubes with no face culling
(36,000,000 vertices) at 200~300FPS, ill use this as i standard for now.
the game is a programming colony sim of sorts
#buildinpublic #100DaysOfCode #lowlevel #cpp
started working on voxel renderer (vary new, i know)
the image is 100x100x100 cubes with no face culling
(36,000,000 vertices) at 200~300FPS, ill use this as i standard for now.
the game is a programming colony sim of sorts
#buildinpublic #100DaysOfCode #lowlevel #cpp
finished InputObject.
action/keybindings input style done.
window events done.
also made everything cleanup, something ive been ignoring
(wish i didnt)
spent 2~3h fixing memory leaks.
#buildinpublic #100DaysOfCode #lowlevel #cpp
finished InputObject.
action/keybindings input style done.
window events done.
also made everything cleanup, something ive been ignoring
(wish i didnt)
spent 2~3h fixing memory leaks.
#buildinpublic #100DaysOfCode #lowlevel #cpp
unfortunately i was quite busy today, so i did not complete InputObject.
things left to finish:
action/keybindings input style,
window events(resizing, mode changes, etc)
also need a name for said library/API
#buildinpublic #100DaysOfCode #lowlevel #cpp
unfortunately i was quite busy today, so i did not complete InputObject.
things left to finish:
action/keybindings input style,
window events(resizing, mode changes, etc)
also need a name for said library/API
#buildinpublic #100DaysOfCode #lowlevel #cpp