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klepto2

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About klepto2

  • Birthday 08/26/1979

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  • Gender
    Male
  • Location
    Hildesheim, Germany
  • Interests
    soccer, poker
    3d and 2d programming
    .net (wpf, silverlight and common forms)

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  1. I don’t know if you already use it. But take a look at Nvidia nsight. https://developer.nvidia.com/nsight-visual-studio-edition you can fully debug OpenGL Vulkan or directx calls and even modify the shader code on the fly and check the registers and texture states. It was very useful for me to fix some issues with my atmospheric scattering shaders.
  2. The reason why most if not all 3d game engines do only support the basic texture maps is that the use of more texture maps indeed has a high impact on the overall performance, all the textures have to be sent to the GPU and depending on the GPU (which has a limited VRAM) it might need to do a lot of swapping between VRAM and ram. Also combing these textures and calculate the result on the fly needs a lot of GPU shader instructions which may lead into GPU bottlenecks as well. Why this might no issue for 'design' engines because you can use all the power to render the scene it is an issue for ga
  3. klepto2

    VXRT WIP

    You might consider to port this to the GPU using Computeshaders, i would assume, that you can reach a higher resolution with lower impact than calculating it on the cpu. Keep in mind that Computeshaders can execute parallel so you just need to wait for the last shader. https://github.com/bridgekat/vxrt
  4. I would extend the CreateSceneObject function with some kind of key or type element. And also methods to get,filter,iterate and modify all Scene objects of a certain type. This would make something like this possible: box = CreateBox(editor.world) box.name = "box"..(GetSceneCountForType("BoxCreator") + 1) o = CreateSceneObject(box,"BoxCreator") --make editor recognize the entity and add it to the scene browser with a specified key or type o:SetSelected(true)
  5. klepto2

    volclouds-first_take

    A first take on volumetrix clouds
  6. View this video Description A test which shows what can be achieved with computeshader in Leadwerks. This uses dynamic precomputed 3D Texture lookups based on https://github.com/ebruneton/precomputed_atmospheric_scattering using compute shaders converted to Leadwerks..  
  7. A test which shows what can be achieved with computeshader in Leadwerks. This uses dynamic precomputed 3D Texture lookups based on https://github.com/ebruneton/precomputed_atmospheric_scattering using compute shaders converted to Leadwerks..
  8. klepto2

    OceanProgress

    No, this is Leadwerks engine. But it is more or less a preparation for ultraengine.
  9. A WIP Ocean system for Leadwerks 4 and later for UltraEngine. Features: FFT - Waves (calculated with compute shaders), Reflection, Refraction, Compatibility with the whole lighting system of Leadwerks. You can see that the ocean is affected by multiple light sources.   [Edit:] Posted a video about the air to water transition, in the upper left you can also see a current prototype of a realtime shore direction shader, which creates a flowmap for the shore foams and later waves.   
  10. View this video Description A WIP Ocean system for Leadwerks 4 and later for UltraEngine. Features: FFT - Waves (calculated with compute shaders), Reflection, Refraction, Compatibility with the whole lighting system of Leadwerks. You can see that the ocean is affected by multiple light sources. [Edit:] Posted a video about the air to water transition, in the upper left you can also see a current prototype of a realtime shore direction shader, which creates a flowmap for the shore foa
  11. klepto2

    stormy ocean

    Ocean-Rendering with stormy conditions using: Compute-Shaders, FFT and a custom LOD system (also having a projected grid version working)
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