@cfnptr@mastodon.gamedev.place
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cfnptr

@cfnptr@mastodon.gamedev.place

Working on my #voxel indie game. A big enthusiast of various graphics rendering technologies and Vulkan API.

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cfnptr, to cpp
@cfnptr@mastodon.gamedev.place avatar

Made a custom css theme for Doxygen. At least now it doesn't look like it's from the 90's 🙂

froyok, to random
@froyok@mastodon.gamedev.place avatar

I wonder if anybody tried to use FXAA before doing display mapping BUT by still applying and reverting a curve ? 🤔

Aka:
1 - Switch from HDR to SDR
2 - Apply FXAA
3 - Switch back from SDR to HDR
4 - Apply regular post-process stuff

cfnptr,
@cfnptr@mastodon.gamedev.place avatar

@froyok Yeah, technically, you can apply antialiasing to the SDR buffer value because FXAA uses luma computed from the HDR value. We can compute it in the shader or calculate it before FXAA and pass it. I'm applying FXAA at the last stage, which outputs the antialiased LDR color to the swapchain buffer.

https://github.com/cfnptr/garden/blob/main/resources/shaders/fxaa.frag

cfnptr,
@cfnptr@mastodon.gamedev.place avatar

@froyok IMHO, it looks almost identical :)

I also think that reverting tone mapping sounds like a redundant processing step, and Reinhard is not the best curve out there. Check out this good blog about different tone mapping functions: https://bruop.github.io/tonemapping/

lisyarus, to random
@lisyarus@mastodon.gamedev.place avatar

More wall/fence testing. I need two separate models here: one to be placed on grid vertices (beams), and one on grid edges (the fence planks). Will need to figure out how the stone wall - wooden fence connection would work.

video/mp4

cfnptr,
@cfnptr@mastodon.gamedev.place avatar

@lisyarus Btw, this faded grid outliner looks reeally good!

cfnptr, to random
@cfnptr@mastodon.gamedev.place avatar

Haha, great work! This looks like a force field or a magic spell 🙂

https://www.youtube.com/watch?v=2Ni13dnAbSA

lisyarus, to random
@lisyarus@mastodon.gamedev.place avatar

Testing the ECS update & entity rendering system by making the trees wobble. Looks like it's working nice :)

Really tempted to do some tree spawning & dying simulation now...

video/mp4

cfnptr,
@cfnptr@mastodon.gamedev.place avatar

@lisyarus Hmm, looks like you are making RTS this time? :)

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