249 Commits (51be54c96445e3466b219b3566937d34892c3ca1)
 

Author SHA1 Message Date
mitchellhansen 51be54c964 partway through some documentation and bug fixing
7 years ago
mitchellhansen 176d9f7a54 And also made the camera react to gravity, not fall through the floor
7 years ago
mitchellhansen c698711fdf Finally converted the camera lens to a proper frustrum, no more fish eye
7 years ago
mitchellhansen cc0b078e17 changed the paths in cmake, fixed two dumb sigabrts on termination
7 years ago
mitchellhansen 7bb1c5100f update readme
7 years ago
mitchellhansen 2baabf5bc5 Holy hell, finally got this working with an R9 390 + Ubuntu.
7 years ago
Mitchell d3a9c95ef7 Update README.md
7 years ago
MitchellHansen 40634837a9 Porting over the traversal algo to do some in situ programming. Running into some pretty bad register pressure bottlenecks. Might pivot to thinking about the multistage kernel for a bit
7 years ago
MitchellHansen 36bf5697fa Tweaking, fixed a very old off by one bug on voxel gen
7 years ago
MitchellHansen dcf355c636 Small tweaks while debugging. Will get 1:1 traversal working 100% before tackling jump_power
7 years ago
MitchellHansen 513a827645 Worked out a bit more of the traversal. Up to the point of assessing the situation with intersection_t updating
7 years ago
MitchellHansen 3f09515c0a Update video demo, tweaking my refactor of the maps. Working on downwards navigation in the oct traversal
7 years ago
MitchellHansen c35f867c76 Shuffling the map stuff around to make more sense structurally. Also shrunk the scope of the demos wayyyy down to facilitate easier debugging in my next planned steps
7 years ago
MitchellHansen 242aaaa485 Tweaking the blinn-phong function
7 years ago
MitchellHansen 76189ef0b4 Optimizing, fixing things in the kernel. More oct work
7 years ago
MitchellHansen 8894d5e3a7 Still plucking away at the octree traversal
7 years ago
Mitchell 618535fed7 Merge pull request #2 from MitchellHansen/octree-develop
7 years ago
MitchellHansen 77e283a4ce 256^3 rendering at 15FPS WITHOUT THE TRAVERSAL ALGORITHM! This thing's gonna FLY!
7 years ago
MitchellHansen b9c1bef7bc Fixed a small bug that was breaking the far ptr's
7 years ago
MitchellHansen 2519532172 committing in a broken state, we got problems with the far pointers. Acting as absolute when should be relative
7 years ago
MitchellHansen 787e308bcb Removed the demo movement, added fog, correctly this time!
7 years ago
MitchellHansen f733ca4aec 'Demo Mode' release
7 years ago
MitchellHansen 87b7f60fa0 found it, wasn't handling the intersection case
7 years ago
MitchellHansen ed99716565 More optimizing, removing some dumb casts. Some are needed though when they really shouldn't be? Also somehow broke shadowing in the last few commits and never noticed D=
7 years ago
MitchellHansen c5c65474d6 ~10 FPS from moving some oct stuff to const, ~0.5 fps from adding a few more consts to initializers in the kernel
7 years ago
mitchellhansen 58ef1da02a Did this work?
7 years ago
mitchellhansen 2d2a854f0f This is going to require a major rewrite of every component of this program. Going to revert back to the linear game loop for now
7 years ago
MitchellHansen 5fcf1c0e44 working on the frame controller, this might get messy
7 years ago
MitchellHansen 4d6cecc7e0 Thinking about doing a simple scheduling system next. Perhaps tick tied to the step_size?
7 years ago
MitchellHansen a280005bd9 It's the year 2017. Why the hell does VS not autosave?
7 years ago
MitchellHansen 3ff6fb0b14 Adding a method of rendering GUI's that avoid the whole throwing raw
7 years ago
MitchellHansen a6e18bbb54 Generalized the way I'm handling reflections. Need to do some soul
7 years ago
MitchellHansen 9ac52aef5e Hah! Was able to get the ray redirection working, very large step in the way towards multi light, refraction, reflection, and indirect lightinggit status
7 years ago
MitchellHansen ed250d1291 Octree works out to 128x128 as is, and performance seems very promising. Traversal or octree generation fixes will be next
7 years ago
MitchellHansen 305ef917e0 Thankfully it wasn't a problem with the data format, I was passing the
7 years ago
mitchell hansen 7c86c60f9f Added EGL linking and useage for the linux cl_khr_gl_sharing
7 years ago
MitchellHansen ebce781eb3 Got the octree data to the GPU and it's traversing it, but it having some corruption issues. Endianness???
7 years ago
MitchellHansen ba11f9c081 Wrapping up for today
7 years ago
MitchellHansen 836af27a3e small tweaks to the kernel code
7 years ago
MitchellHansen abb9621080 Added main.cpp header
7 years ago
MitchellHansen 3f19c2e13d Cleaned up some stray GL shit
7 years ago
MitchellHansen 7cc1b23799 Copy pasted main.cpp over into it's own class, hopefully in time will clean up some of this cruft
7 years ago
MitchellHansen 8c193acd40 quick save before the main.cpp refactor
7 years ago
MitchellHansen 0b42481020 More tweaking and refactoring
7 years ago
MitchellHansen e0cb26a9d1 More error checking, probably way more than I would ever need but oh well, it looks cool
7 years ago
MitchellHansen 86f1622090 Some machinations on a config structure as well as a restructure on how
7 years ago
MitchellHansen 2f1adca75d Merge branch 'master' of http://github.com/mitchellhansen/voxel-raycaster
7 years ago
MitchellHansen 9f764f4cbd Lots of little tweaks as I figure out the octree. Fixed bug regarding the selects in the kernel dictating material texturing
7 years ago
Mitchell d768dac7c5 Update README.md
7 years ago
MitchellHansen 4642ab8f0b Fiddling with the traversal algorithm and shoehorning in the DFS algo
7 years ago