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ktstephano
searching PlanetScale…
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Virtual Shadow Maps for Games/Realtime Graphics
(ktstephano.github.io)
3 points
by
ktstephano
3y ago
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0 comments
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Show HN: Realtime Global Illumination on Older Hardware [video]
(youtube.com)
1 points
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ktstephano
3y ago
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0 comments
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Show HN: StratusGFX – new release of my open sourced 3D rendering engine
(ktstephano.github.io)
2 points
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ktstephano
3y ago
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0 comments
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ktstephano
3y ago
I think this part of the cascade shadow map generation could be improved. Luckily the stuff closest to the camera looks correct, but distant stuff does look off until you get closer and higher resolution pops in. In the future I'll pro
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ktstephano
3y ago
I would say a big part was that I was very interested in the project so even when parts of it were difficult to figure out I kept wanting to come back to it. The other was breaks. I didn't do this all in one stretch and instead did it
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ktstephano
3y ago
I decided to add the video link to the readme after you brought this up. Maybe it's better to have it for anyone who prefers it.
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ktstephano
3y ago
Thanks! It was pretty fun but also difficult and definitely a learning experience.
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ktstephano
3y ago
The demo scenes were all from what is in the Examples/ folder. I am working on getting the 3D assets hosted somewhere (some people made some suggestions in this thread I am going to try) and once that is done people will be able to ren
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ktstephano
3y ago
Hey cool I'm surprised you found it. With the latest engine version I switched to using static images since it's a lot easier for people to quickly look through. Some improvements have been made since the video and I want to redo
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ktstephano
3y ago
I only recently learned about the MPL and I'm a fan. It seems to be a really nice alternative to GPLv3 and LGPL and offers a lot of convenience while still being copyleft.
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ktstephano
3y ago
Ah ok that's interesting. I'll need to convert the current images to another format and reupload.
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ktstephano
3y ago
You know it actually might be. Three big things it requires are Multi-Draw Indirect (looks to be available in 4.3), shader storage buffers (looks like it's also available in 4.3) and compute shaders which 4.3 should have too. I don
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ktstephano
3y ago
Thanks! For resources the most helpful were the OpenGL Superbible, learnopengl.com, Foundations of Game Engine Development Volumes 1&2 and the 3D Graphics Rendering Cookbook. Then there were also a lot of web sources that were very help
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ktstephano
3y ago
Thanks! I've been thinking about contributing to either Godot or Blender. I'm a big fan of both.
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ktstephano
3y ago
Hopefully it helps! More engine documents are something I need to add to my todo list so that they can help the code be more understandable.
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ktstephano
3y ago
Thanks!
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by
ktstephano
3y ago
Thanks!
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by
ktstephano
3y ago
Yeah most of that comes from the current implementation of basic transparency which just uses a sort of punch through method without any smoothing. Even though it's basic it allows for surfaces to be blended together in a deferred pipe
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ktstephano
4y ago
Yeah I think as far as the future goes, removing the dependency on OpenGL 4.6 and adopting Vulkan is the best way to go and needs to be near the top of the priority list (maybe even very top). It would allow MacOS, Linux and Windows to all
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ktstephano
4y ago
I don't really know what to feel about the current wave of AI/machine learning. It's been moving very fast and I don't think we've seen the end of the story as far as copyright concerns go. For this project I felt l
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ktstephano
4y ago
Thanks!
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by
ktstephano
4y ago
Thanks!
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ktstephano
4y ago
Glad you like it!
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ktstephano
4y ago
Currently all GI is handled using virtual point lights but SSGI is something I would like to add as a complementary method. I want to say that Godot does something like that where they have a heavyweight solution and couple it with SSGI to
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ktstephano
4y ago
I'll look into both of those. I've been trying to figure out a way to move away from using GitHub as storage for images and 3D assets and one of those might be the answer.
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ktstephano
4y ago
Thanks! In most of the demo scenes it can get 60+ fps at 900p and 1080p on an Nvidia GTX 1060. That's currently the only hardware I can test it on. On more difficult scenes from the demos I can generally get 30-45 fps. Its backend only
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ktstephano
4y ago
That's something I'm trying to figure out. I had an earlier version of the readme that had one, but I ran into an old issue where GitHub complains that the repo is over its storage quota. Even after downscaling the image to less t
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ktstephano
4y ago
That's a good idea. Later today I'll draft up a new readme with this information. I think it would also be good to reiterate it in the posts I have about the engine so I'll add it there too.
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ktstephano
4y ago
Hi, thanks! I've been interested in the low level tech behind engines for a while and liked experimenting with things I watched or read about. For some reason a couple years ago my focus kind of narrowed in on realtime 3D graphics as a
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Show HN: StratusGFX, my open-source real-time 3D rendering engine
(github.com)
483 points
by
ktstephano
4y ago
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82 comments
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