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Профиль

Topotoy Labs

Профиль Vively

I enjoy pain. That is why I code simulation engines. My blog: http://brashandplucky.com

bridson + delaunay + boundary tris removal + ear-cutting+ relax + dissolve some edges + dual + create some "rip" edge chains, tagging whether ground will fault left/right-wards + tag some ngons as beach + floodfill inland growing height respecting the rip constraints + subdiv #indiedev #gamedev

1517

Prototyping a little idea with my topology/geometry kernel for cutesy island generation.

0111

Slooowly coding my way into a greatly simplified yet mostly operational F-16 into my bespoke terrain engine #indiedev #gamedev #computergraphics #procedural #terrain #rendering

3162

An early implementation of the cloud system in my planetary engine, heavily based on the work by Schneider at Guerrilla Games. Still struggling with performance, stability/jittering issues, etc... #indiedev #gamedev #computergraphics #procedural #terrain #rendering

1190

Taking a little early morning (clunky) walk #indiedev #gamedev #computergraphics #procedural #terrain #rendering

0153

Taking a little early morning (clunky) walk #indiedev #gamedev #computergraphics #procedural #terrain #rendering

083

New mountain-scale shadow system in my engine. It is a planet-wide horizon visibility bake: every texel on the surface knows how much of the sky is open above it, and that feeds straight into the aerial perspective and sun shading. #indiedev #gamedev #computergraphics #procedural #terrain #rendering

1253

A long road ahead still #indiedev #gamedev #computergraphics #procedural #terrain #rendering

0122

A long road ahead still #indiedev #gamedev #computergraphics #procedural #terrain #rendering

0102

I'm adding support for a new channel in my terrain streaming system for vegetation density. I am baking LOD'ed data from Copernicus Global Land Cover (PROBA-V LC100) for tree/shrub/grass cover. No vegeration rendering yet though. 😓

030

I finally fixed all the cracks at tile boundaries in my terrain engine + I started experimenting with run-time procedural fine detail over the GIS data #indiedev #gamedev #computergraphics #procedural #terrain #rendering

2243

I finally found some time to try to make sense of and port (~ verbatim) to my Vulkan framework this paper and example code repo: (PB-MPM by Chris Lewin @ EA). I'll try to add dual coupling with rigid solids at some point. #mpm #sim #vulkan #gamedev

1272

I've been fleshing out the subsystems for actors, user input, and Jolt physics integration. #indiedev #gamedev #computergraphics #procedural #terrain #rendering

1225

Taking some clunky baby steps: Better actor vs. terrain collision + Mostly fixed cascaded shadowmaps #indiedev #gamedev #solodev #customengine #procedural #terrain

091

Getting ready to drop some non-procedural geometry in the terrain engine. 💥 #indiedev #gamedev #solodev #customengine #procedural #terrain

0122

Starting to add physics to the terrain! Dropping massive 500m spheres and watching them roll down the mountains 🏀 #indiedev #gamedev #solodev #customengine #procedural #terrain

2164

Beyond GIS elevation data limits, procedural detail is added on the GPU. Elevation bounds for culling (yellow boxes) and tile heightfields for physics use async GPU read-back. Still experimental! #indiedev #gamedev #solodev #customengine #procedural #terrain

0121

A new elevation cache (leveraging the same systems as the render tiles cache) will be used to cook heightfields for the physics system. Actors (like the camera) read-back tiles from the GPU in their vicinity at a specific LOD level. #solodev #indiedev #gamedev #customengine #procedural #terrain

1163

Ocean waves swell in Z, intersecting terrain in low areas like beaches. I render terrain into the stencil buffer to exclude water from terrain pixels. The first part of the video toggles stencil on/off. #solodev #indiedev #gamedev #procedural #terrain #rendering

0153

First integration of the ocean system into the terrain with aerial perspective 🌊 #solodev #indiedev #gamedev #procedural #terrain #rendering

0204
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