Adding entity modeling to my #voxel editor. Entities are 3d textures rendered with fast voxel traversal and the editing process is 100% compute shader as I found that fast and convenient.
I'm just really apprehensive about the moment I'll have to implement the Ctrl+Z feature.
Posts by Miolith
Totally not fake voxel sand simulation
Experimenting with compute shaders editing that 100x100x100 3D texture π₯Έ
That is good news for the standard library but I'm not particularly hyped given how a easy and advantageous it is to just make your own span type
I believe it's common in c++ to implement your own span<T> type to have a std::initializer_list constructor (unlike std::span), but I also like to have a span<void> specialization that allows any span type to be passed as an argument without bothering with templated functions
Yeah ok github sure
By casting ray I mean Fast Voxel Traversal www.cse.yorku.ca/~amana/resea...
Added moving voxels entity to my engine. This is a cube mesh rendered with a fragment shader that casts ray on a 3d texture. No idea if this is efficient I just copied the idea from Teardown
They don't want you to know but this trick makes your app 10x faster
Blazingly π fast π rectangel π #voxel editing ππ
Well I actually know how they work but I just prefer this more explicit construct
I still don't know how lambda captures work in C++ so instead i'll stay ignorant and just do this
3 weeks after I started learning to draw ( based on httr's work)
I hope you all enjoy my assert macro. In debug mode it shows the stack trace and add a debugger breakpoint. In release mode [[assume]] allow the compiler to optimize based on assumptions about the program's state.
Don't let people tell you this is a UB hazard, you should push that to prod NOW
Just resumed working on that voxel editor from scratch in C++/Vulkan. Since last time I added
- Painting over voxels
- Mouse raycasting
Quite happy with the performance despite the whole voxel 64-tree being sent to the GPU at each update
#voxel #vulkan #c
Tunnel vision. Written in 572 characters.
Source code www.shadertoy.com/view/t32yD1
#shader #glsl #animation
Another screenshot of my voxel editor. The voxels are very cheap to raymarch so it wasn't hard to add shadows
That voxel editor starts to look quite good βΊοΈ
#voxel #computergraphics #vulkan #c
Working on a real time voxel editor to edit the world of my game that has a ton of tiny voxels
I implemented this in Vulkan & C++ because I presumably enjoy torturing myself and I use a sparse 64-tree to store the voxels + raycasting in a compute shader for rendering.
#voxel #computergraphics
An oddly specific shader fan art of Escape Simulator, enjoy
You can find the source code here www.shadertoy.com/view/w3BGWR
Just some lighting and sine based fbm experiments
www.shadertoy.com/view/t3s3R8
Just made this shader pixel art, mostly inspired by the work of Reza Afshar
Source code : www.shadertoy.com/view/3ffSz4
Solid proof that Earth is a manifold
There is this single header reflection library, you might want to look into it github.com/qlibs/reflect
Started watching Keenan Crane's lectures on discrete differential geometry by curiosity and this is so good I'm binge eating all the content like nom nom nom
m.youtube.com/playlist?lis...
Isn't that what std::ranges solves ? Like std::ranges::sort(container)
A brownie running under the caption brownian motion
had to get this out of my brain
Could also be used to make onions, or pufferfish
Just found a cool formula to add tiles, goosebumps or spikes to any surface so I made a whole shader out of it
www.shadertoy.com/view/lc3yRr