Working on screen-space-cached GI for the _better_ SDF renderer.

This is currently three bounces per frame. Now I have to get that sweet blue noise in and sample the cache more efficiently.

#gamedev #indiedev #sdf #graphics

Adding bluenoise is a guaranteed success, it seems.
Now you can even see that the sphere in the box is actually glowing. There is even some nice light bleeding out of the box 🥺

Next up: 🥔 -filtering for _just_ the GI. I also need to add a GUI for configuring all the magic variables.

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Hehe yeees, most important UI element is working already, the pass-time graph.

Also: The background is the full image, not just GI. But I need to remove the hard-coded ambient term, since I got actual GI now.

#gamedev #indiedev #sdf #graphics

Alright, I fixed the whole direct vs. indirect light ordeal, it seems.

I love how the (fake) soft shadows actually look as if they were traced with multiple rays as well.

I use the improved soft shadow tracing described on IQ's blog here: https://iquilezles.org/articles/rmshadows/

#gamedev #indiedev #sdf #graphics

Some simple filtering even makes low-light conditions _kind of work_.

Right now I'm rejecting pixels based on a normal and depth/positional divergence parameter.
It ain't fancy, but works for now.

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@siebencorgie Looking good. 👍 Is this a game engine in development, or an SDF 3D editor? I hope the latter. 🙂
@metin Right now, it's just a renderer for my SDF compiler / domain-specific language. Hopefully, it'll become a 3D editor in the future.
I have to make the compiler more powerful before I attempt that, though. ^^
@siebencorgie Cool. You can count on me for testing the SDF 3D editor when the time has come. 👍
@metin Nice, I'll let you know!