Per-voxel path-traced lock-free hashmap-based gpu-side lighting edition/gedg/ Wiki: https://igwiki.lyci.de/wiki//gedg/_-_Game_and_Engine_Dev_GeneralIRC: irc.rizon.net #/g/gedgProgress Day: https://rentry.org/gedg-jams/gedg/ Compendium: https://rentry.org/gedg/agdg/: >>>/vg/agdgGraphics Debugger: https://renderdoc.org/Requesting Help-Problem Description: Clearly explain your issue, providing context and relevant background information.-Relevant Code or Content: If applicable, include relevant code, configuration, or content related to your question. Use code tags.previous: >>109522598
When shrooms kick in
>>109600105Guys, is there fast AI asset workflow? Something like>Generate an asset image>Image to 3D>Mesh optimization and clean up>Texturing>Profit??
>>109600286yeah
Can anyone give me $1000?I need a new computer for game dev.
>>109601247sameand I'm currently $150 in debt
>>109601247>>109602588take this instead and show me your skills
>>109600105>>109600279I suspect u culd use gamma correction
>>109600105>>109600279very cool
>>109601247>I need a new computer for game devwhy? if you machine can post on /g/, it can gamedev.
>>109601247>he does not intentionally code on an old computer to accurately measure performance issues
What's the best file format to store sprites or textures? is png good enough?
>>109603048raw data for pixel art / fonts and DDS or other GPU formats for textures
>>109603048>is png good enough?yes
>>109602732Yeah. There is a lot of stuff I will change, this was just a test of hashmaps. I need temporal persistence of data, move diffuse pass to a compute shader, add reflections and more interesting BRDFs, etc. Right now everything is crammed awkwardly into one fragment shader on an full screen rect that does everything.
>>109603048>>109603148Don't use pngs for textures for God's sake, they don't have pre-generated mipmaps or cubemaps. Use KTX2, it's literally made to be used for textures.