"I'll simply use Jolt Physics for this project", she says as she proceeds to write the "physics" from scratch instead.
I'll post a video later, but my splat renderer thingy now has a rudimentary character controller and ricochet :3
"I'll simply use Jolt Physics for this project", she says as she proceeds to write the "physics" from scratch instead.
I'll post a video later, but my splat renderer thingy now has a rudimentary character controller and ricochet :3
alright, here it is! my splat renderer, now interactive! and mangled by whatever video encoding Windows uses by default for screen recordings
CW strobing
I recently overhauled my renderer to use fixed point for world space coordinates, and here's a speed test showing what that gets me :3
In this video, the camera immediately accelerates up to 600 miles per hour and holds that speed for a moment, then briefly accelerates up to 600 miles per second, and then slows rapidly back to a resting speed.
CW strobing
@pupxel the gist is you place ephemeral surfels in screen space but attach them to world coordinates so they can remain stationary. These are then GI probes which propagate bounce lighting every frame. Thus, infinite* bounce lighting!
*with convergence time