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File: out.mp4 (3.81 MB, 800x600)
3.81 MB
3.81 MB MP4
Per-voxel path-traced lock-free hashmap-based gpu-side lighting edition

/gedg/ Wiki: https://igwiki.lyci.de/wiki//gedg/_-_Game_and_Engine_Dev_General
IRC: irc.rizon.net #/g/gedg
Progress Day: https://rentry.org/gedg-jams
/gedg/ Compendium: https://rentry.org/gedg
/agdg/: >>>/vg/agdg
Graphics 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
>>
File: out.mp4 (3.65 MB, 800x600)
3.65 MB
3.65 MB MP4
When shrooms kick in
>>
>>109600105
Guys, is there fast AI asset workflow? Something like
>Generate an asset image
>Image to 3D
>Mesh optimization and clean up
>Texturing
>Profit
??
>>
>>109600286
yeah
>>
Can anyone give me $1000?
I need a new computer for game dev.
>>
>>109601247
same
and I'm currently $150 in debt
>>
File: 6359746.jpg (738 KB, 3072x2304)
738 KB JPG
>>109601247
>>109602588
take this instead and show me your skills
>>
>>109600105
>>109600279
I suspect u culd use gamma correction
>>
>>109600105
>>109600279
very cool
>>
>>109601247
>I need a new computer for game dev
why? 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?
>>
>>109603048
raw data for pixel art / fonts and DDS or other GPU formats for textures
>>
>>109603048
>is png good enough?
yes
>>
>>109602732
Yeah. 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
>>109603148
Don'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.
>>
>>109603381
nice 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 here
t. non-dev /gedg/ lurker
>>
>>109603625
>maybe also consider floating point
This code relies a lot on atomics for lock free hashmaps and aggregation, and there is no atomic floats in wgsl.



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