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Josh

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Status Updates posted by Josh

  1. This guy was doing Mick Gordon's music before Mick Gordon: 

     

  2. Get your GAMEFUEL now, lol: https://www.gamefuel.com/

    1. Show previous comments  7 more
    2. gamecreator

      gamecreator

      Of course, now that Josh is a millionaire, I'm sure Leadwerks and its future versions will soon be free.

    3. Marcousik

      Marcousik

      And I hoped we could get a free remake of the "fuel" game :lol:

    4. Josh

      Josh

      I just thought it was hilariously cheesy. I kind of want a variety pack though.

  3. Windows game bar slows down Vulkan and causes intermittent pauses. Disable this before trying Leadwerks 5 beta.

    1. reepblue

      reepblue

      I've read that causes slowdown in a lot of other games. Doesn't help that it's auto enabled. 🙃

    2. gamecreator

      gamecreator

      I thought maybe Windows Aero had similar issues but searches bring up other causes.

    3. Josh

      Josh

      The anti malware service executable can also take over your computer usage, and it pauses itself when the performance analyzer opens, so it hides as soon as you check to see why things are so slow. Sneaky program that is as bad as malware.

  4. I got single-pass cube shadowmap rendering working. Very fast!

  5. Happy Halloween!

    1. gamecreator

      gamecreator

      To you too Josh.

  6. GLTF loader is finished except for animation.

  7. I put some hours into the GLTF loader and I now have models loading reliably. Very nice to use with models from Sketchfab!

  8. Beta update is coming as soon as I get box light shadows working again...

    1. gamecreator

      gamecreator

      Nice.  Is it then back to Leadwerks for the "Christmas-ish" release?

    2. Josh

      Josh

      I do not know. Vulkan has made everything much much slower.

  9. I am considering working with a software publisher for the release of our next game engine, for consumer and enterprise sales.

  10. 2D drawing is working in same world as 3D render, sprite order is working, need to implement Z-sorting across multiple instances of same mesh, test zoom on skyboxes, and re-check lighting.

  11. We're getting close to a time when I won't be able to use programmer art anymore. SketchFab has been very helpful.

  12. Check out my VR horror game idea here: https://www.leadwerks.com/community/topic/19435-game-description/

     

    1. gamecreator

      gamecreator

      I'm not a horror game guy but you've done a good job of getting into giving the environment/world some life.
      (Also, I'm sure you know but you can't post in that thread without joining the project, even though it's open.)

  13. I'm building the Lego Saturn V rocket. No code until it's done.

    1. Show previous comments  3 more
    2. 💎Yue💎

      💎Yue💎

      My way out is to learn to play piano. I think I'm too old for this, but my old piano still plays, too bad it doesn't have a USB port.

       

    3. Josh

      Josh

      This thing is huge. It's a meter tall. Very solid construction, you can pick it up in one hand and it doesn't break.

    4. reepblue

      reepblue

      LEGO is always fun. I always wanted to do a fully function city but the cost and space to do it isn't practical. :)

  14. Big update available now for Turbo Engine beta.

  15. Now intermittently hitting 100% CPU usage on an 8-core processor.

  16. Working on GDC 2020 lecture proposal.

    1. Thirsty Panther
    2. Josh

      Josh

      VR in aerospace and performance optimization for rendering large CAD models in real-time.

    3. Thirsty Panther

      Thirsty Panther

      Interesting and catchy :)

  17. Very very good work was done today. Big things are coming.

  18. I found another optimization that I think will pretty much eliminate slowdown when shadows are redrawn.

  19. VULKAN RENDERER HAS SHADOWS!

    1. gamecreator

      gamecreator

      Congrats on the progress!  Looking forward to some screenshots.

    2. Josh
  20. Okay, I now have all the Vulkan knowledge I need to finish the renderer.

  21. Woot, looks like I have render-to-texture working in Vulkan.

    1. Josh

      Josh

      Nevermind, there is like 20 more steps!

  22. Happy American Independence Day. Most-Patriotic-Games-Duke-Nukem.jpg.opti

  23. I have an idea for a directional light shadow method that replaces cascaded shadow maps and allows sun shadows in the distance with no range limit.

    1. Show previous comments  2 more
    2. Josh

      Josh

      @gamecreator I don't ever look at code, I just read technical papers. Stuff that has visual diagrams is best.

    3. gamecreator

      gamecreator

      Why not look at code?  I feel like you might be missing out on stuff that is faster and/or more optimized than what you could think up sometimes.  I do appreciate that your method makes the engines as much yours as possible though (and maybe that's the point).

    4. Josh

      Josh

      @gamecreator Anything complex is big and takes a long time to read and understand, and I am pretty good at understanding the best way to manage data in an algorithm. At least that works best for me with graphics. That Doom 2016 analysis for example was very helpful.

  24. I got a new light type implemented in the Vulkan renderer. Very impressive, I will show it off soon.

    1. wadaltmon

      wadaltmon

      Does it relate to luminescent objects? i.e. not a point light or a directional light, but say for instance a lightsaber - a long strip that emanates light from all points on it equally

  25. Idea: Use AI to guess the texture files to use for diffuse / normal / roughness / specular / etc.

    1. IgorBgz90

      IgorBgz90

      By prefix? (_color, _nrm, _spec) Good idea.

    2. Genebris

      Genebris

      No, I'm too lazy to name them properly. Make it  analyze content of the texture to decide. 😉

    3. wadaltmon

      wadaltmon

      I guess as a combination of the two previous comments. Do you mean by name or by image content? If the latter, I guess it would be fairly simple to tell a normal map vs a diffuse map given their different color spectra, but how would you be able to differentiate a diffuse map v. a specular map, or a metallic map v. a roughness map?

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