Alexandre

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Alexandre

Alexandre

@kooparse

Working on something that will see the sunlight one day; but you must be patient.

Berlin Katılım Aralık 2009
679 Takip Edilen264 Takipçiler
Alexandre
Alexandre@kooparse·
I refactored lot of rendering code recently, aiming for greater simplicity in general. I changed the shape of my renderer, and how I load assets in the game, how I send materials textures to the shaders... and more; I wrapped up everything in this post: fomenko.fr/devlogs/big-wi…
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Alexandre
Alexandre@kooparse·
@ColorGray7, I really enjoy your game right now, just to be sure and let you know too, in The Spider of Lanka DLC, on the last puzzle, the word "killed" is missing at the end I think. It should be "then killed* [XXX][XXX] and escaped." right? I'm playing on PS5, latest version (cc @PlaystackGames for the port).
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Alexandre
Alexandre@kooparse·
Edgar contemple les tombes et les mausolées. On dit que les dieux sont enterrés ici. Bien loin de la cacophonie des batailles à leurs noms. Jadis, lui aussi se battait pour l’un d’eux. Les dieux sont partis depuis fort longtemps, seules les pierres survivent à la folie des hommes.
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Alexandre
Alexandre@kooparse·
Edgar gazes upon the graves and mausoleums. They say the gods are buried here. Far away from the cacophony of battles fought in their names. Once, he too fought for one of them. The gods have been gone for ages, and only the stones outlast the madness of men.
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Alexandre
Alexandre@kooparse·
Des dédales à n’en plus finir et le temps qui semble s’être arrêté depuis une éternité. Edgar poursuit son chemin, cela fait des jours qu’il navigue à l’aveugle la région du Roi Fou...
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Alexandre
Alexandre@kooparse·
A tangled path without end, and time that seems to have stopped for an eternity. Edgar continues on his way; it has been days that he has wandered blindly through the region of the Mad King...
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Alexandre
Alexandre@kooparse·
The main issue is how I blend probes. It’s too simple right now, and the grid becomes visible when nearby probes fluctuate between cells. It’s worse with sparse probes. I’ll try something new soon! But I want to avoids building a tetrahedral volume like big engines do...
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Alexandre
Alexandre@kooparse·
To easily get the surrounding probes from shaders, all probes are spatialized in a 5x5x5 grid. Still, I have to sort them in the shader to find the nearest four probes among the surrounding ones, and that’s not great and bloats performance right now.
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Alexandre
Alexandre@kooparse·
I took a few days to dive into how I could compute indirect lighting in my game, and it was easier than I thought to get a working system. I like the result, it already adds a lot to the scene. But it still needs more work! #screenshotsaturday #gamedev
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Alexandre
Alexandre@kooparse·
Early this week, I added a few things to the profiler I’m using in the codebase, including sorting, navigating the hierarchy, in the code being able to customize the name of the area, and a visual line display. It’s entirely based on the Iprof runtime code (thanks @Jonathan_Blow for that!). #screenshotsaturday #gamedev
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Alexandre
Alexandre@kooparse·
For today, I don’t have much to show; I lost my mind with this spatial grid optimization... pure rabbit hole. In the end, it’s not worth it for mesh culling (at the moment), but definitely worth it for querying the near entities for collision detection and raycasting! #screenshotsaturday #gamedev
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Alexandre
Alexandre@kooparse·
Also, the SSAO target texture is now half the size of the framebuffer, then upscaled later. This resulted in a significant performance gain with almost no visual cost.
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Alexandre
Alexandre@kooparse·
After a few days optimizing the way I was gathering and sending objects to the GPU, the game is running smoothly again. It’s a relief, also the big step forward now would be to use some spatial grid algorithm, but that’s for another time! #gamedev
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Alexandre
Alexandre@kooparse·
And the more I read about lighting probes, the more I’m thinking that I could scratch a basic implementation in a week, but I don’t want to fall into some kind of rabbit hole...
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Alexandre
Alexandre@kooparse·
I’m thinking about basic irradiance probes, it could be a good enough solution (at least for now). Each probe would be an individual entity, and could be placed manually at first. The results of the computed irradiance are easily serialized too.
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Alexandre
Alexandre@kooparse·
I’m starting to think of ways to take into account indirect lighting in the game. It would have a great impact on the overall feeling. #indiegames #indiedev #gamedev
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