"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 put it up on itch if anyone wants to mess around with it https://aeva.itch.io/vroom
Star Machine Experiment #10 by Aeva

Zip around an experimental rendering thingy.

itch.io

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

@aeva now figure out how to GI a world that big :P
@pupxel well, it's already a surfel renderer, so
@aeva *takes notes*
@pupxel if I were to add GI to the renderer, I'd probably do something similar to EA's method, but I probably wont bother with GI because I don't really need it for the game I'm making.
@aeva @pupxel your surfels wouldn't benefit a lot from temporal accumulation, though! 😅
@jon_valdes @pupxel "whoops all camera cuts" lol
@aeva @pupxel thinking about this, every temporally accumulated technique would be pointless here (TAA, GTAO, etc). Even SSR would fail to reproject anything when the motion vectors are of length 10^LOL