@dougbinks@mastodon.gamedev.place
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dougbinks

@dougbinks@mastodon.gamedev.place

Gamedev, making Avoyd Voxel Editor & Game with and open source tech with https://mastodon.gamedev.place/@juulcat.

https://www.enkisoftware.com/about#dougbinks

Runtime Compiled C++, enkiTS, ex-physicist ex-AAA. He/Him.

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dougbinks, to random
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It's blooming great!

Working prototype bloom in Avoyd Voxel Editor.

dougbinks, to random
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Avoyd Voxel Editor Bloom progress...

dougbinks, to random
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If you're using Visual Studio 17.10 you can go to Tools > Options and then search for Copilot to turn off all the stupid LLM bullshit.

dougbinks, to random
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Finally fixed a few bugs so onto Bloom, starting with just 1 pass of horizontal box filter (part of a separable filter).

Might have introduced a new bug.

dougbinks,
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Fixed now. Turns out that the box filter trick of add one from rhs, remove one from lhs can go slightly negative, and gamma correcting a negative value is bad for your image.

dougbinks, (edited ) to random
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I've been using Linux since it was first practically available (early 90's), UNIX before that, a variety of other OSs including UNIX derived NeXTSTEP, and I can genuinely say that Windows has many advantages and continues to do so.

Whilst part of the advantage comes from being the primary OS (for games, 96.76% market share on Steam), some comes from its feature set.

Most programs which work continue to do so (I have a 25 year old game I made, for which the installer and game still work).

dougbinks,
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@lritter Open source is wonderful, but I suspect we'd end up with Linux. Which is fine, but we already have that.

I'd probably support that though, just to see where it went.

dougbinks,
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@eniko Sadly some of my later games do not work well. We had workarounds for issues with some early DX drivers and these cause problems now. The OpenGL ones are fine though.

dougbinks, (edited ) to random
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I recently did some work on improving the import/export of emissive materials in Avoyd to/from @ephtracy's .vox format and whilst doing so saw this interesting pattern during rendering.

I've not tried to reverse engineer the MagicaVoxel rendering (Avoyd uses standard unidirectional path tracing), but this has me intrigued as to the algorithm and whether it's been written about anywhere.

Note: voxel emission increases by a factor of 10 each voxel from top (darkest) to bottom (brightest).

dougbinks,
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dougbinks, (edited )
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@ephtracy's MagicaVoxel is an amazing tool - its ease of use reminds me of what Alex Evans (MM Dreams etc.) said about aspiring to make tools which were as intuitive to use as a pencil.

dougbinks, to random
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It's going to be interesting to see how Windows ARM pans out, and whether gamedevs targeting Windows now have another platform to worry about - considering changing our 'for Windows' info to 'for Windows x64' or something.

dougbinks,
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On a similar note, it would be great to have some affordable hardware to test on - Azure VMs likely not that suitable as no GPU.

For Arm based PCs Microsoft note that:

"Certain games won’t work. Games and apps may not work if they use a version of OpenGL greater than 3.3"

Which is a bit worrying.

dougbinks,
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@kwramm Is this Parallels? I can't find find any information on GPU API support (I'd need Vulkan and OpenGL for example).

dougbinks,
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@Jimmeh I recall those - an updated version would be useful. For now I'm going to simply wait and see.

dougbinks,
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@kwramm I did manage to find this:

https://kb.parallels.com/en/122485

So DX11 and OpenGL 4.1 but no word on Vulkan.

dougbinks,
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Donzanoid, to random
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Final video for now, newer videos another day :)

This all happens on a 6000km radius voxel planet with overhangs, floating islands, deep caves, sunsets, stars, nebula and a bunch more not shown.

Build on the surface, underground, in the air or in space. All streamed, no tricks.

video/mp4

dougbinks,
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@Donzanoid The space to surface transition is really smooth, nice work!

dougbinks, to random
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Just tried to debug why Avoyd was stalled only to realise I cannot attach the debugger to the screenshot of Avoyd.

dougbinks, to Minecraft
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dougbinks,
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dougbinks,
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Currently my implementation, like @benjamin's applies the saturation to the input of the Look function (which is a ASC CDL transform).

I think it should be applied to the output, as otherwise the slope/offset/power do not effect the image.

dougbinks, to random
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I should probably invert my normal research approach for fast algorithms from.

  1. I search the internet for information.
  2. I read @rygorous' blog.

This time it's for fast blurs.

https://fgiesen.wordpress.com/2012/08/01/fast-blurs-2/

dougbinks,
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@rygorous This is for offline bloom filter (without a convolution image), so the kernels can get fairly large but exact gaussian is probably overkill.

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