So I was thinking about the data structure to use with them and I think something like this could nicely work for primitive descriptions. The user inputs some data into an array, setting up the primitives with their parameters. Note that not all types of primitives utilize the roundness parameter, but I wanted to have a…
It looks like one solution to speed up the normal map baking could be to split up the rendering into workers (duplicate actors) rendering smaller sections, parallal. From what I see, reading the huge array of pixels is the bottleneck here. This is why it gets faster when its split up into smaller sections (shorter arrays).…
I'm experimenting with texture array asset, as a possible alternative of pseudo volume texture, and volume texture asset. The benefit of this method is that you can achieve larger 3d resolution, because you don't have the size limits of a 2d texture. The second benefit is that you could theoratically have any axis ratio…
Good news it that a mesh with ~3000 tris is scanned very fast (but too slowly to call it real time) still. I don't really mind this situation for now, if the actual grid turns out to be as much faster than without it, as I would think. I can optimize the contruction stage later. Construction speed can also be reduced to…
... Back to the shooter game prototype, I made a lot of other things, mostly editor/gameplay features, and a main menu. https://www.youtube.com/watch?v=_tTpXPUN-YM The main menu is animated through a level sequence, and the ui is drawn on top of that. I still need to make the player ui hiding here... This is how that press…
Took a break from freelance today and added normal computation to my distance aided ray marcher which is a topic that I'm researching for a long time now. Its a nice technique if you are ray marching solid surfaces, because it heavily optimizes the step count and allows early quit from the loop (except near the edges of…