SeanOMik
  • Joined on 2023-04-26
SeanOMik pushed to main at SeanOMik/lyra-engine 2024-03-31 02:42:29 +00:00
e5018c8258 reflect: fix type registry from changes with ecs resources
SeanOMik pushed to main at SeanOMik/lyra-engine 2024-03-31 02:20:43 +00:00
e00d0d71d1 examples: move assets outside of testbed for other examples
46cdcfdd3b ecs: make resources Send + Sync, rewrite Commands, CommandsQueue so that they are Send + Sync
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SeanOMik pushed to main at SeanOMik/lyra-engine 2024-03-25 02:40:39 +00:00
61efc358ce scene: make scenes own its own world, no references
SeanOMik opened issue SeanOMik/lyra-engine#8 2024-03-23 15:41:31 +00:00
FXAA
SeanOMik opened issue SeanOMik/lyra-engine#7 2024-03-23 14:49:32 +00:00
Profiling the engine using Tracing
SeanOMik deleted branch feature/tiled-forward-rendering from SeanOMik/lyra-engine 2024-03-23 14:38:45 +00:00
SeanOMik pushed to main at SeanOMik/lyra-engine 2024-03-23 14:38:45 +00:00
763d51ae36 move some stuff out of testbed into lyra-game
0f11fe2e6d render: fix spot light culling
e2844a11a6 render: create toggleable debug light cull view
f0b413d9ae render: resize light grid with window, improve light buffer, add spot lights to the light cull compute
65ff7c4f23 render: retrieve light properties from components
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SeanOMik merged pull request SeanOMik/lyra-engine#5 2024-03-23 14:38:43 +00:00
Tiled Forward Rendering
SeanOMik commented on pull request SeanOMik/lyra-engine#5 2024-03-23 14:38:35 +00:00
Tiled Forward Rendering

This can be considered complete. The performance is pretty poor, but for that I need to profile the engine to see what is taking up a lot of time. There can be future PRs for improving the…

SeanOMik pushed to feature/tiled-forward-rendering at SeanOMik/lyra-engine 2024-03-23 02:55:19 +00:00
763d51ae36 move some stuff out of testbed into lyra-game
SeanOMik commented on pull request SeanOMik/lyra-engine#5 2024-03-22 16:16:08 +00:00
Tiled Forward Rendering

Spot light culling was fixed, but in a non-optimal way. I couldn't figure out the issue with the math that checked if a cone was in the frustum, so I just treat the spotlight as a point light for…

SeanOMik opened issue SeanOMik/lyra-engine#6 2024-03-22 16:13:28 +00:00
Only one model is rendered if entities share 3d models
SeanOMik pushed to feature/tiled-forward-rendering at SeanOMik/lyra-engine 2024-03-22 14:46:55 +00:00
0f11fe2e6d render: fix spot light culling
SeanOMik commented on pull request SeanOMik/lyra-engine#5 2024-03-20 23:50:31 +00:00
Tiled Forward Rendering

Tiled forward rendering is finally working! image

I also added a triggerable debug view that shows the amount of lights in each tile. The…

SeanOMik pushed to feature/tiled-forward-rendering at SeanOMik/lyra-engine 2024-03-20 23:03:49 +00:00
e2844a11a6 render: create toggleable debug light cull view
SeanOMik pushed to feature/tiled-forward-rendering at SeanOMik/lyra-engine 2024-03-20 15:42:00 +00:00
f0b413d9ae render: resize light grid with window, improve light buffer, add spot lights to the light cull compute
65ff7c4f23 render: retrieve light properties from components
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SeanOMik pushed to feature/tiled-forward-rendering at SeanOMik/lyra-engine 2024-03-20 01:40:11 +00:00
f63a7ae86a include correct rust install in nix-shell
SeanOMik pushed to feature/tiled-forward-rendering at SeanOMik/lyra-engine 2024-03-20 01:18:48 +00:00
834a864544 render: get forward+ rendering working with multiple light sources
014abcf7e6 render: fix the tile frustum used for culling lights
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SeanOMik pushed to feature/tiled-forward-rendering at SeanOMik/lyra-engine 2024-03-20 00:26:23 +00:00
a0b1e90bc6 render: get forward+ rendering working with multiple light sources
SeanOMik pushed to feature/tiled-forward-rendering at SeanOMik/lyra-engine 2024-03-19 14:28:20 +00:00
dadcf5769a render: figure out the tile frustum
42a1ed7387 render: try another way to generate the frustum
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