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Could this be used for Ray-Tracing on CS:GO maps?

Hi ๐Ÿ‘‹

This looks like an awesome project, well done! I was wondering if it could be used for doing headless visibility/LoS checks for CS:GO.
I'm mostly thinking in the context of demo parsing here.

I'm imagining something like:

  1. LoadMap("path/to/mapfile")
  2. call RayTrace(a, b)
  3. get back true / false or number of objects in between the two points
  4. profit!

would this be something that could fit into the scope of the project?

Batch render visible staticprops

Renderable staticprops are calculated at the beginning of a frame, but each instance of each prop gets its own draw call. Instead they should be grouped and rendered as instances to reduce draw calls.

Corrupted props

Some props are rendered as rubbish. It looks to be related to multi-part props not have vertices correctly loaded.

This needs to be fixed, and can be seen on almost any map

Optimise collision model generation

Actually generating the bullet collision environment is "fast enough". And small worlds (aka stock maps) perform quite well. However larger custom maps get extreme lag with physics enabled (ze_bioshock for example).

A few tests indicate large numbers of displacements and/or staticprops cause this. These need optimising

Add deferred lighting implementation

The eventual plan is to support baked lightmaps, but for now a deferred renderer will suffice.

This issue covers:

  • Geometry rendering
  • Skybox rendering
  • light_environment
  • Point light

Additional support can be added at a later date.

Add displacement painting

Currently only first basetexture is used on displacement. Update displacement rendering to support vertex painting

Dependency Dashboard

This issue lists Renovate updates and detected dependencies. Read the Dependency Dashboard docs to learn more.

Open

These updates have all been created already. Click a checkbox below to force a retry/rebase of any.

Detected dependencies

circleci
.circleci/config.yml
  • galaco/go-gtk-ci 1.13b1
gomod
go.mod
  • go 1.19
  • github.com/galaco/KeyValues v1.4.1
  • github.com/galaco/bsp v0.3.0
  • github.com/galaco/filesystem v0.1.4
  • github.com/galaco/gosigl v0.2.1
  • github.com/galaco/source-tools-common v0.1.0
  • github.com/galaco/stringtable v0.1.1
  • github.com/galaco/studiomodel v1.0.0-beta.1
  • github.com/galaco/tinygametools v0.1.1
  • github.com/galaco/vmf v1.0.0
  • github.com/galaco/vmt v0.1.3
  • github.com/galaco/vtf v1.2.0
  • github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6@726fda9656d6
  • github.com/go-gl/glfw/v3.3/glfw v0.0.0-20221017161538-93cebf72946b@93cebf72946b
  • github.com/go-gl/mathgl v1.0.0
  • github.com/inkyblackness/imgui-go/v4 v4.5.0
  • github.com/sqweek/dialog v0.0.0-20220809060634-e981b270ebbf@e981b270ebbf

  • Check this box to trigger a request for Renovate to run again on this repository

Render displacements

Displacements are usable now, except it needs investigation into how to test displacement visibility, as they are skipped when computing visible clusters at the moment.

Crash on missing texture

Maps that reference textures that can't be found will crash the engine.

There is a partially implemented fallback that uses texture.NewError that will default to the iconic purple checker material, but that does not currently appear to work.

Add skybox rendering

Implement skybox rendering:

  • Find sky_camera in entities to determine camera position
  • Find worldspawn in entities to determine skybox material
  • Load skybox material
  • Compute visible clusters in skybox
  • Add render pass for skybox

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