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Josh

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Status Replies posted by Josh

  1. Working on GDC 2020 lecture proposal.

    1. Josh

      Josh

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

    2. (See 2 other replies to this status update)

  2. Making progress... hoping to have a playable alpha of my game to share with the community soon.

  3. Any chance we'll have an official underwater shader with the final Leadwerks release?  cszElot.jpg

    1. Josh

      Josh

      Have not thought about it really.

  4. Could it be possible that the collapse function automatically center the mesh/model to (0,0,0) ? For now it does that only in the model editor, but if I put the model in the scene, I see the mesh is not centered.

  5. Could it be possible that the collapse function automatically center the mesh/model to (0,0,0) ? For now it does that only in the model editor, but if I put the model in the scene, I see the mesh is not centered.

  6. Could it be possible that the collapse function automatically center the mesh/model to (0,0,0) ? For now it does that only in the model editor, but if I put the model in the scene, I see the mesh is not centered.

    1. Josh

      Josh

      You can get the object AABB and reset the vertex positions yourself.

      In the future I am moving towards better-defined documentation and behavior and fewer convenience functions.

    2. (See 3 other replies to this status update)

  7. Is there an updated ETA for Leadwerks 4.7?  The March 23 blog mentioned "later this year."  I know you're full steam on Turbo right now; just curious.

    1. Josh

      Josh

      Christmas would be a nice time to release the final version of Leadwerks.

    2. (See 1 other reply to this status update)

  8. Why will a model with 0 mass fall down in the new engine. How to disable gravity without adding upward force ?

  9. Why will a model with 0 mass fall down in the new engine. How to disable gravity without adding upward force ?

    1. Josh

      Josh

      Maybe remove the collision shape?

    2. (See 2 other replies to this status update)

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

    1. Josh

      Josh

      Nevermind, there is like 20 more steps!

  11. 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. 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.

    2. (See 4 other replies to this status update)

  12. 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. Josh

      Josh

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

    2. (See 4 other replies to this status update)

  13. The Valve Index is really cool. Looking forward to developing stuff for it!

    1. Josh

      Josh

      I thought it does not come out until September?

    2. (See 1 other reply to this status update)

  14. Bought Substance Painter to do the texturing for my game, working with that at the moment.
    Thanks to Josh for helping me get status updates working :)

    1. Josh

      Josh

      Is there a sort of default scheme when PBR materials are exported?

       

  15. Implemented early Z-pass in Vulkan. Was not as hard as I thought it would be.

    1. Josh

      Josh

      @TheConceptBoy There is a box on the forum index page that says "What's on your mind?" above the status updates.

    2. (See 1 other reply to this status update)

  16. Is the upvote on posts permanently gone?  If so, why was it removed?

    1. Josh

      Josh

      It has the same meaning as the "like" heart button.

    2. (See 1 other reply to this status update)

  17. I've been working on some difficult buffer stuff in Vulkan that is at the core of our performance gains.

  18. I've been working on some difficult buffer stuff in Vulkan that is at the core of our performance gains.

    1. Josh

      Josh

      I am estimating six weeks from the time I started, April 24. It definitely looks like this was worthwhile though.

    2. (See 6 other replies to this status update)

  19. I've been working on some difficult buffer stuff in Vulkan that is at the core of our performance gains.

    1. Josh

      Josh

      The crazy OpenGL stuff I created translates over to Vulkan very well. This is going to be really good!

    2. (See 6 other replies to this status update)

  20. I've been working on some difficult buffer stuff in Vulkan that is at the core of our performance gains.

    1. Josh

      Josh

      I’m sure there will be other challenges but it’s coming together.

    2. (See 6 other replies to this status update)

  21. SSBOs are now working in Vulkan. Big progress! I think this is all going to work.

    1. Josh

      Josh

      Yeah, this was a very good thing. The benefits are enormous and I understand it all pretty well.

    2. (See 1 other reply to this status update)

  22. SkyGen,  Is there an easy alternative?

  23. Big progress with Vulkan!

  24. Big progress with Vulkan!

    1. Josh

      Josh

      It's very hard stuff but I am getting there.

    2. (See 4 other replies to this status update)

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