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Tiled rendering

Started by August 27, 2024 08:27 PM
17 comments, last by Vilem Otte 2 weeks, 4 days ago

That looks mighty fine!

I am cured of any interest in Vulkan. LOL

https://x.com/shawn_halayka/status/1825225992547561635?s=46&t=46k8Lh9mHanAfxnNXbDw9Q

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Looks nice and smooth : )

It runs at about 30 frames per second, when the number of cpu threads is zero and the tiles per dimension is 1. Adding cpu threads and tiles per dimension only slows it down. LOL such is life!

taby said:
It runs at about 30 frames per second, when the number of cpu threads is zero and the tiles per dimension is 1. Adding cpu threads and tiles per dimension only slows it down. LOL such is life!

Why is it so expensive? Does it some radiance propagation or something like that? (It looks more fancy than shadowed direct lighting, but i can't why.)

Anyway, if you want to describe the processing steps, i might propose how to speed it up.

Really nice screen shots here. And Villem Otte I remember you from devmaster ages ago.

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Here's a screenshot of the first dungeon. It's all fractals:

MagnusWootton said:

Really nice screen shots here. And Villem Otte I remember you from devmaster ages ago.

Ahhhh - rouncer - right?

Devmaster died years back, it was so sad, like 2018

What's more sad is that some articles/posts there are lost forever.

My current blog on programming, linux and stuff - http://gameprogrammerdiary.blogspot.com

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