boybaykiller / idkengine Goto Github PK
View Code? Open in Web Editor NEWOpenGL Toy-"Engine" with Wavefront Path Tracer and Rasterizer Pipeline with Voxel Cone Tracing/Global Illumination
Home Page: https://youtu.be/5m9fOVWaqdE
OpenGL Toy-"Engine" with Wavefront Path Tracer and Rasterizer Pipeline with Voxel Cone Tracing/Global Illumination
Home Page: https://youtu.be/5m9fOVWaqdE
Thank you for the great work. Point lights have 6 sides. It causes to performance issues. Would you add directional lights which have one side? It will boost up the performance.
Hello, very impressive work. Thanks for sharing it, and the excellent write up. What do you think about allowing people to use your code under the MIT license?
Hi, this is a great piece of code you wrote, I'm very impressed. I was wondering if it is an option to add support for Cascaded Voxel Cone Tracing? This would allow to cover almost infinitly big regions using VCT by moving the dense grid with the camera. The grid would need to be moved by multiple of it's cell size to keep consistent illumination when the camera moves. Also multiple dense grids of different cell size can be used as described here https://www.ultraengine.com/community/blogs/entry/2756-voxel-cone-step-tracing-cascaded-volumes/. I my eyes this sounds like a great idea to largely extend the range of VCT by avoiding the complexity of a sparse octree.
Edit: There seems to be an CVCT implementation for the Unity Engine available on github: https://github.com/sonicether/SEGI.
Hello, I just encountered your repository after finding out about Mesh Shaders.
One of my hobbies is making mazes and making them as big as possible, I currently used MonoGame to be able to render them in 3D where I was able to render a Maze of about 16000*16000 in 3D.
I'm not that well versed in lower level 3D but I was wondering if you could maybe share some insights here if IDKEngine would be able to give a benefit in rendering an even larger maze.
In MonoGame I currently simply create 4 indices per wall (each with normals, positions, texture positions, etc.) and then 6 vertices. From what I understand is you should be able to generate vertices/indices with mesh shaders on the GPU?? Or do I completely misunderstand that?
Anyway, here's my Blazor version of the 3D maze generator (Inspired by the amazing Windows 95 screensaver ๐):
https://3dmaze.devedse.duckdns.org/
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