GitHub | https://github.com/LukasKalbertodt |
Blog | http://lukaskalbertodt.github.io/ |
I added some clouds to my game and tried out how they would interact with my soft shadow volume system. Turns out: quite well! Performance is problematic in a few situations but I like that it mostly just works and produces accurate shadow :)
Here is a short video showing the effect: https://www.youtube.com/watch?v=3FKNjE5G7G4
And yes, the clouds still need lots of work...
I finally managed to write a blog post about my shadow experiments, tiled soft shadow volumes :)
Really curious what others in the graphics community think.
https://lukaskalbertodt.github.io/2023/11/18/tiled-soft-shadow-volumes.html
#Rust #quiz! Without checking, which of the following CSS lengths is the only one that makes the program fail to compile? Explain why in comment (with spoiler/CW).
macro_rules! css {
($($t:tt)*) => {}
}
css!(27px 14% 2em 50vh);
Tiled soft shadow volumes! 🎉
This naive approach is unfortunately not terribly fast. Every 16x16 tile iterates through *all* shadow casting triangles and filters for those that could impact that tile's frustum (calculated from min and max z). In a scene with 750k triangles (280k of which were were shadow casting), this method achieves barely 60fps at 1440p on an RTX 4070.
#rustlang #gamedev #graphics #wgpu