Jump to content

Josh

Staff
  • Content Count

    15,995
  • Joined

  • Last visited

Status Updates posted by Josh

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

    1. Josh

      Josh

      Nevermind, there is like 20 more steps!

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

  3. 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. 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).

    3. 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.

    4. Show next comments  3 more
  4. 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

  5. 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?

  6. I'm quite happy with progress. There are no serious issues standing between is and having our PBR lighting working with Vulkan. Shadows will be the next challenge, but I think they will not be too hard. I am taking the day off and started reading a new book, Joseph Conrad's "Heart of Darkness" on which the film "Apocalypse Now" is loosely based (in a different setting).

    1. Thirsty Panther

      Thirsty Panther

      Just finished reading the "Book of the unnamed midwife" series and am now reading "Wizard: Life and Times of Nikola Tesla". Amazing guy did a lot of work with ac power transmission, motors and power generation.

    2. tipforeveryone

      tipforeveryone

      Keep going :) Thanks !!

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

    1. TheConceptBoy

      TheConceptBoy

      How do you post status updates on this platform? Do you need special account permissions?

    2. Josh

      Josh

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

  8. Turbo Game Engine (Leadwerks 5) beta is updated with Vulkan support.

  9. I'm preparing the new Turbo beta, with Vulkan support.

    1. TheConceptBoy
    2. gamecreator

      gamecreator

      If it's anything like previous releases, you'll need a subscription to access it.

    3. Lethal Raptor Games
  10. Another very productive day! Vulkan renderer is getting more solid, worked out keyframe interpolation in the render frames, and it's all working well. The new engine is a complex machine.

    1. Lethal Raptor Games

      Lethal Raptor Games

      Glad it's all working out.  Turbo will be a beast.

  11. Vulkan memory barriers are working, blog coming soon...

  12. I will have an interesting blog soon about the two different types of data we store in the new engine, and why two different methods are needed to send that data to the GPU with Vulkan. Good material for a GDC lecture!

  13. To my surprise, my first attempt at Vulkan pipeline barriers seems to have worked perfectly.

    1. gamecreator

      gamecreator

      How have you not learned after all these years?  Nothing that seems to work ever truly works for long.  😏

    2. khotan

      khotan

      Nice work Sir Josh !

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

    1. Show previous comments  1 more
    2. Josh

      Josh

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

    3. Josh

      Josh

      This is what I am dealing with 🤪https://gpuopen.com/vulkan-barriers-explained/

    4. Lethal Raptor Games

      Lethal Raptor Games

      Far out that's some heavy stuff! :P

    5. Show next comments  3 more
  15. Beta subscribers can download the Vulkan vs. OpenGL benchmark here: https://www.leadwerks.com/community/topic/19016-vulkan-vs-opengl-benchmark/

  16. Vulkan implementation has made our new renderer 80% faster.

    1. gamecreator

      gamecreator

      See now, with your skill, this is what I suspected would happen.

  17. Multiple SSBOs are working now. I am very curious to see what the results of the 100,000 box challenge will be in Vulkan.

    1. gamecreator

      gamecreator

      I'm very curious about all sorts of speed tests, with and without shaders, once everything is mostly done.  I think I'll set up test scenes later for LE vs Turbo for vegetation and bone animations (like I did here).

    2. martyj

      martyj

      Any update as to when Turbo will get terrain support?

      I could really use the performance boost of LE5 for WF. Currently I have been spending less time developing the game content, and more time developing the game tools due to the slowness of the game. 

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

    1. Lethal Raptor Games

      Lethal Raptor Games

      Awesome! Looking forward to seeing more!

    2. Josh

      Josh

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

  19. New engine is compiling with Vulkan, no OpenGL libraries imported at all.

  20. Blog updated with Vulkan test app: 

     

  21. Big progress with Vulkan!

    1. ErhanK

      ErhanK

      great! we need multiple platforms. :)

    2. gamecreator

      gamecreator

      So.... 1000x faster than Leadwerks 4, right?  😏  Good job regardless.

    3. Josh

      Josh

      Maybe 100x in some situations.

    4. Show next comments  3 more
  22. Downloading Vulkan SDK...

    1. aiaf

      aiaf

      Go go, hope vulkan has a good api design, I suspect will be a lot to learn 

  23. Default branch is updated, floating boxes are fixed.

  24. Leadwerks Game Engine will soon be available on the Amazon Marketplace.

×
×
  • Create New...