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Posts by Miolith

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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.

2 days ago 6 1 0 0
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Totally not fake voxel sand simulation

1 week ago 2 0 0 0

Experimenting with compute shaders editing that 100x100x100 3D texture πŸ₯Έ

1 week ago 3 0 0 0

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

1 week ago 0 0 0 0
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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

1 week ago 7 1 4 0
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Yeah ok github sure

1 week ago 2 0 0 0

By casting ray I mean Fast Voxel Traversal www.cse.yorku.ca/~amana/resea...

1 week ago 0 0 0 0
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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

1 week ago 1 0 1 1
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They don't want you to know but this trick makes your app 10x faster

1 week ago 7 2 0 0
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Blazingly πŸš€ fast πŸš€ rectangel πŸš€ #voxel editing πŸš€πŸš€

1 week ago 2 0 0 0

Well I actually know how they work but I just prefer this more explicit construct

1 week ago 1 0 0 0
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I still don't know how lambda captures work in C++ so instead i'll stay ignorant and just do this

1 week ago 1 0 1 0
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3 weeks after I started learning to draw ( based on httr's work)

3 weeks ago 0 0 0 0
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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

3 weeks ago 1 0 0 0
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2 months ago 2 0 0 0
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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

4 months ago 4 0 0 0
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Tunnel vision. Written in 572 characters.

Source code www.shadertoy.com/view/t32yD1

#shader #glsl #animation

5 months ago 2 1 0 0
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Another screenshot of my voxel editor. The voxels are very cheap to raymarch so it wasn't hard to add shadows

8 months ago 5 0 0 0
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That voxel editor starts to look quite good ☺️

#voxel #computergraphics #vulkan #c

9 months ago 3 0 0 0
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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

9 months ago 4 1 0 0
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An oddly specific shader fan art of Escape Simulator, enjoy

You can find the source code here www.shadertoy.com/view/w3BGWR

1 year ago 2 0 0 0
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Just some lighting and sine based fbm experiments

www.shadertoy.com/view/t3s3R8

1 year ago 3 0 0 0
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Just made this shader pixel art, mostly inspired by the work of Reza Afshar

Source code : www.shadertoy.com/view/3ffSz4

1 year ago 3 0 0 0
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Solid proof that Earth is a manifold

1 year ago 2 0 0 0
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GitHub - qlibs/reflect: C++20 Static Reflection library C++20 Static Reflection library. Contribute to qlibs/reflect development by creating an account on GitHub.

There is this single header reflection library, you might want to look into it github.com/qlibs/reflect

1 year ago 6 0 0 0
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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...

1 year ago 16 1 2 0

Isn't that what std::ranges solves ? Like std::ranges::sort(container)

1 year ago 0 0 1 0
A brownie running under the caption brownian motion

A brownie running under the caption brownian motion

had to get this out of my brain

1 year ago 5 1 1 0

Could also be used to make onions, or pufferfish

1 year ago 7 0 0 0
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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

1 year ago 7 0 0 1