close up of the gltf damaged helmet rendered in a custom engine, showing off shadows from several lights
Seems like one could easily spend months on shadow rendering. At the very least I'll come back to deal with CSM performance and to make the filtering better. Probably need to get mesh LODs working first though. Lots to do!
12.02.2026 21:08 โ
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This is my first real attempt at implementing shadows (outside of a proof of concept). There are cascaded maps for the 'sun' and a shadow atlas for spot & point lights. Lots left to do to make it good (perf, filtering, handling many shadow updates), but I want to move onto something else for a bit!
12.02.2026 21:08 โ
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Calling all Crews, Outlaws, Treasure Hunters and Fleet Commanders!
Wildgate: Emergence has arrived - a free major update with new ways to play and a flotilla of improvements.
Return to the Reach today, or join us for the first time in a Free Weekend then ongoing Free Trial, starting Nov 20!
19.11.2025 19:33 โ
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Your ticket to the Reach just went on sale...
For the next week, #Wildgate is 34% off on Steam!
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Ain't no space crime like the present: Grab a friend (or three) and dive in to a spaceship crew-based PvP shooter that's out-of-this-world.
โจ wildgate.gg/steam
21.08.2025 17:06 โ
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I spent far too much time debugging my renderer where I passed in vert indices (uint32_t) instead of verts (float3) to a function computing barycentric coordinates. slang casting is wild! (uint32_t -> float -> float3?) I didn't get much else done. Anyway, here's a picture of my dog
18.08.2025 00:24 โ
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bunch of rendered test shapes in a grid lit by point lights
bunch of rendered test shapes in a grid lit by point lights, but zoomed out to show meshlet culling
bunch of rendered test shapes in a grid, but showing each meshlet with a random hue
bunch of rendered test shapes with meshlets colored by hue, but zoomed out to show culling
Playing with some meshlet culling over the weekend. No LODs or occlusion or anything fancy, just frustum bounds & cone culling. I'm not using mesh shaders yet, just faking it with a compute shader + DrawIndirectCount. The scene is on the gpu with some compute shaders to apply deltas. Kinda fun!
10.08.2025 23:52 โ
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