I have changed the license of the sokol headers (sokol-gfx and sokol-time so far) from MIT to zlib/libpng: https://github.com/floooh/sokol (cc @rlyeh )
RT @ocornut@twitter.com: dear imgui: visual studio users: if you frequently use imgui types or step in the code, I have added a .natvis file to improve the debugging experience (just add the file to your msvc project) https://github.com/ocornut/imgui/blob/master/examples/libs/imgui.natvis
https://twitter.com/ocornut/status/956223810797297664
Alright. Time to learn how to use UE4 the night before #GGJ18...I feel like this is not the most optimal time.
Hmm. I should probably work out why the Bistro scene looks a bit....not right. On the plus side having a much larger scene fed through my import pipeline did find some bugs! https://mastodon.gamedev.place/media/CGZF-LSTjh_vbxqONas
Due to how it gets packed into blocks the overall size is larger than before. Sitting at about 8k of data vs 30.28k. Lot of wasted space in the texture, also probably partly responsible for some of the artifacts. https://mastodon.gamedev.place/media/piuWSH4vqUk-igDtWKM
A little more work jiggling the data around. Built an octtree to get leaves with no more than 16 positions (4x4 blocks). Blocks compress a bit better, but still pretty naff. However it's an alright improvement I reckon. https://mastodon.gamedev.place/media/tK9Dz4E75mr71Nd1vtc
Alright, I think this is a success so far. First pass on jamming geometry data into compressed textures. First image is baseline, Second image is compressed. https://mastodon.gamedev.place/media/2RrqOsv3P6st1WnzM_0 https://mastodon.gamedev.place/media/LFlkExWKGCUYiVH9vU4
Much more productive day then I expected! Fixed up some unit tests, added some code to help with comparing images (for units and later work with encoding), added added some additional bits to my math library + tests. I think I might have most of what I need to actually move onto the vertex data stuff! Or will I try and squeeze ispc_texcomp in first...hmmm.
Alright, got another yak shaved this week, knock up a small image lib for my engine (load/save/process/conversion/etc): https://github.com/neilogd/Engine/tree/master/src/image
Now that that's done, will probably move onto poking at what I was originally aiming to do - much about with packing vertex data into textures, and use an appropriate BCn format + mips to see how well, and fast, squeezing more vertex data onto the GPU is.
@kimau HIIII
Mesh optimization library https://github.com/zeux/meshoptimizer
Unity 2018.1 beta! Scriptable Render Pipelines and Shader Graph, among other things! https://blogs.unity3d.com/2018/01/10/get-early-access-to-unity-2018-1-the-beta-is-out/
dear imgui: more r&d on virtual viewports + platform abstraction layer = magically dragging windows outside client area, creating display contexts dynamically etc. (there's still flickering on transitions).
The road toward turning all those r&d stuff (docking + magical platform windows) into a polished/shipped version is long but we're getting there. Probably half-way now?
I finally wrote that big blog post about my latest Z80 emulator tinkering:
Thoughts on light culling for clustered shading https://www.sebastiansylvan.com/post/light_culling/
Designing a Modern Cross-Platform Graphics API https://www.gamasutra.com/blogs/EgorYusov/20171130/310274/Designing_a_Modern_CrossPlatform_Graphics_API.php
I've wondered more about specifying frequency of change and inferring root signature/register allocation.
She/her. Amateur radio VK2GPU. Expert Core Engineer @SHGames
on @CallOfDuty
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