Update(2): ambient occlusions optimizations
Hantverk'n » Devlog
[See devlog entry Update: ambient occlusions optimizations]
With 3D graphics programming, it's always good to be able to visually verify something is working correctly, but with a performance optimization that produces visually identical results, other than the increased frames per second, it's not visually apparent the optimization is being applied. With the voxel-level ambient occlusion optimizations I wanted to see very clearly visually all voxels which don't have voxel-level ambient occlusion applied to respective sides, so I added one temporary line of code in the fragment shader to color said voxels sides magenta. Here are the results:
Hantverk'n
Status | In development |
Author | Teknologicus |
Genre | Adventure |
Tags | Exploration, Open World, Voxel |
More posts
- Overhaul of buffer use in voxel engine8 days ago
- Tetahexacontree 4x4x4 Occupancy Bitmasks Lookup Table20 days ago
- Voxel-level ambient occlusion optimization bits generation via compute shader61 days ago
- Image rotation via shearing66 days ago
- Rotation without rotating67 days ago
- Voxel volume mipmaps generation via compute shader68 days ago
- Dynamic global illumination methods80 days ago
- More ambient occlusions optimizationsAug 30, 2024
- Procedurally generated grooved, cracked brick blocksAug 27, 2024
- Procedurally generated cobblestone blocks with surface indentationsAug 27, 2024
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