Here's Tangerine, my main personal project: https://github.com/aeva/tangerine
This is a CSG system built around composing signed distance functions in Racket. These are translated to an evaluator that can be ran on the CPU, and generated shaders for fast rendering. Models can be rendered in real time, or exported to common file formats for other purposes like 3D printing.
I wonder if it would be worth writing a Tangerine "importer" for UE5. This would just be a plugin that embeds Tangerine to pipe the mesh exporter into Nanite. It seems like something that should be "easy", but I don't know that I have any motivation to do any kind of Unreal development outside of work.
"Journey to Nanite"
Obsidian revolutionized my way of taking notes & how I structure information. Strongly recommend it to anyone that needs to keep things clear, dynamic & creative.
Got lucky enough to get to redesign how we share information internally. Created a streamlined system, as long as you get access to the top of the "stream", you will be able to flow your way further down with ease. In its core is Obsidian. Minimizing the usual "info-maze" devs struggle with.
an idea: if a given voxel hasn't moved or otherwise changed shape since the prior frame, the culling test could be made stricter to eliminate false negatives for empty voxels in front of the actual rendered surface 🤔
Yes! Haha! Yes! I fixed Tangerine's occlusion culling tonight. While this isn't the silver bullet I was hoping it would be, it does substantially improve the draw time of my worst models. The most extreme case brings one of my interpreted models down from ~83 ms to ~30ms.
The fix itself isn't that interesting, but I wrote up my perf analysis and ideas for further improvements in the commit message, should that be interesting to anyone:
I'm a graphics programmer working for a AAA studio on secret AAA stuff. For fun, I work on a SDF renderer called Tangerine, and other whimsical side projects.
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