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.
>>109603381nice nice, maybe also consider floating point (the kind that was done with 32 bits, eventhough I've seen anon here get away with just 10 bits or something) for the lighting. really looking forward to checking ur progress heret. non-dev /gedg/ lurker
>>109603625>maybe also consider floating pointThis code relies a lot on atomics for lock free hashmaps and aggregation, and there is no atomic floats in wgsl.