Okay, working on changing up my shader so it blurs things the further away they get, to reduce that weird static you get when things are far away. Problem is, I have no idea how to write a good blur function. Can anyone advise me? This is the relevant file, with my current attempt at the end: https://gitlab.com/AngularAngel/omnicraft/-/blob/master/resources/dirt_shader.frag
Notices by Angle (angle@anticapitalist.party), page 6
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:45 JST Angle -
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:44 JST Angle Alright, doing some code cleanup and then I'm going to implement ambient voxel lighting, I think. Not sure exactly how I want to do it - my freind mentioned doing something fancy with spherical harmonics, and that sounds really cool, but also maybe I'll leave that for later? :/
In conversation from anticapitalist.party permalink -
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:44 JST Angle ...Why is my dirt green? I don't understand! Aaaaaaaaargh! (╯°□°)╯︵ ┻━┻
In conversation from anticapitalist.party permalink Attachments
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:43 JST Angle Yeah I'm gonna start simple. I can upgrade to spherical harmonics or whatever later if I want to. XD
In conversation from anticapitalist.party permalink -
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:43 JST Angle Alright, I got it more or less working. Looks kinda crappy when you have large spreads of a single block, but it'll do for now. Now, I need to figure out what I'm doing next, I guess. Mesh Optimization, maybe? :/
In conversation from anticapitalist.party permalink Attachments
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:42 JST Angle Anyway, I managed to implement a bunch of lighting channels stuffed into a long. No propagation algorithm yet, but that can wait, right now I'm implementing the code to actual draw this lighting.
In conversation from anticapitalist.party permalink -
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:42 JST Angle Yeah, gonna work on mesh optimization next. Using this method, I think: https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/
In conversation from anticapitalist.party permalink Attachments
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:41 JST Angle Alright, actually drawing lighting. It draws in the wrong place, and in the wrong way, but it draws!
In conversation from anticapitalist.party permalink Attachments
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:41 JST Angle Hmmm. Eh, looks fine to me! XD
In conversation from anticapitalist.party permalink Attachments
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:40 JST Angle Got my ambient lighting drawing, and in the right places! The built in ambient occlusion isn't working correctly, and I need to write actual propagation algorithms for it, but still! Progress! XD
In conversation from anticapitalist.party permalink Attachments
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:40 JST Angle Alright, this is better. I have things in the right spots, they just need to be the right size. Shouldn't be too hard! XD
In conversation from anticapitalist.party permalink Attachments
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:39 JST Angle Trying to fix ambient occlusion.
...It's a work in progress. XD
In conversation from anticapitalist.party permalink Attachments
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:39 JST Angle ...Okay, but why tho. :/
In conversation from anticapitalist.party permalink Attachments
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:38 JST Angle Okay, think I'm mostly there!
In conversation from anticapitalist.party permalink Attachments
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:38 JST Angle Alright, that's better, but still some room for improvement. XD
In conversation from anticapitalist.party permalink Attachments
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:37 JST Angle Hmm, no, still needs some work. :/
In conversation from anticapitalist.party permalink Attachments
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:37 JST Angle Yessssss!!!! Finally!
...I'm drawing 1/6th of the faces. But, for now I'll take it. XD
In conversation from anticapitalist.party permalink Attachments
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:36 JST Angle Okay, here we go. Fixed that issue with some advice from: https://0fps.net/2013/07/03/ambient-occlusion-for-minecraft-like-worlds/
Included a screenshot of what it looks like when I deliberately do it the wrong way, and one with all three forms of lighting and occlusion. XD
In conversation from anticapitalist.party permalink Attachments
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:36 JST Angle Oh, what? It just works!? Bullshit, no way!! :0
.....I don't fucking believe it, get outa here. >:[
In conversation from anticapitalist.party permalink Attachments
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:35 JST Angle Yeah I was right. Hidden bugs, disgusting.
Here we have code that's being honest about it's bugs. Much preferable! >:[
In conversation from anticapitalist.party permalink Attachments