Csillámtrace - my new graphics engine
Re: Csillámtrace - my new graphics engine
first heavyweight game started to be designed with this engine. its not yet public. it will need the brutal vertex and object count offered by the engine. as cpus being faster and faster, resolution 600x300 is nearly playable.
Re: Csillámtrace - my new graphics engine
Hi Geri,
You load up polygon models and then voxelize them, or are they voxel models to begin with? Not sure what you're talking about with the vertex count. Any reason you don't use marching cubes instead of the post-process smoothing?
You load up polygon models and then voxelize them, or are they voxel models to begin with? Not sure what you're talking about with the vertex count. Any reason you don't use marching cubes instead of the post-process smoothing?
Re: Csillámtrace - my new graphics engine
hi, i use polygon models
Re: Csillámtrace - my new graphics engine
two serious issues fixed in the network code:
-connecting to ip adress was flawed, copying the ip adress to the function copyed less byte than necessary
-under linux, entering to nonblocking mode was flawed
-connecting to ip adress was flawed, copying the ip adress to the function copyed less byte than necessary
-under linux, entering to nonblocking mode was flawed
Re: Csillámtrace - my new graphics engine
-no-threaded path crashed due to a bug. fixed.
Re: Csillámtrace - my new graphics engine
when profiling large resolutions - like 800x400 - i have found out that in a generic scene the ssao almost eats the 35% of the performance. i have designed the SSAO in ways to be aware of the low memory bandwidth, but it seems it eats the cpu.
its not alowed for the ssao to have such brutal demand (14-> 9 fps on my computer just becouse of it) so i decided to quickly optimize ssao - or if its not possible, the quality of ssao will be decrased more.
its not alowed for the ssao to have such brutal demand (14-> 9 fps on my computer just becouse of it) so i decided to quickly optimize ssao - or if its not possible, the quality of ssao will be decrased more.
Re: Csillámtrace - my new graphics engine
14->11
however, made the ssao noticably uglyer, but i cant allow ssao to eat so lot resources.
i cant made it even more uglyer, it seems for this feature the 20 gbyte/sec memory bandwidth of a middleclass computer is not really enough.
however, made the ssao noticably uglyer, but i cant allow ssao to eat so lot resources.
i cant made it even more uglyer, it seems for this feature the 20 gbyte/sec memory bandwidth of a middleclass computer is not really enough.
Re: Csillámtrace - my new graphics engine
+ another 5%
Re: Csillámtrace - my new graphics engine
i added some code to support joystick with a lot of sticks like this


Re: Csillámtrace - my new graphics engine
i made some expansions to have larger maps. originally, the engine was only able to carry in enjoyable graphics a 3km*3km*3km sized scene.
first i enhanced this to 20km*20km*20km, later i added a trick to calculate the voxels eternally in double precisity, but stay at float at the other parts of the engine. this needed only to modify a 30-40 line, and allowed me to up to 120km*120km*120km, or even above. thats should be enough for my new game.
i also try to optimize the pre-setup parts of the engine even more, there is some 4 threaded party in the presetup of the cycle, i will soon put all of them to 16 thread (currently, one or two pass left).
first i enhanced this to 20km*20km*20km, later i added a trick to calculate the voxels eternally in double precisity, but stay at float at the other parts of the engine. this needed only to modify a 30-40 line, and allowed me to up to 120km*120km*120km, or even above. thats should be enough for my new game.
i also try to optimize the pre-setup parts of the engine even more, there is some 4 threaded party in the presetup of the cycle, i will soon put all of them to 16 thread (currently, one or two pass left).