Commit Graph

70 Commits

Author SHA1 Message Date
78f4677cdb profiler ui wip 2026-03-30 06:51:40 -05:00
c530ec16c0 lister & profiler experimentation 2026-03-29 18:41:22 -05:00
63c3b4d427 base blend time off of accumulated prediction tick 2026-03-13 17:13:12 -05:00
df5346f514 timeline visualization 2026-03-13 13:10:09 -05:00
a19c2395ae timeline wip 2026-03-13 10:03:45 -05:00
80c43d2ebd alias barriers 2026-03-12 10:55:37 -05:00
bef6f91b5e convert layers to resourceless-gpu api usage 2026-03-12 07:04:48 -05:00
7e97b54fe5 resourceless-gpu api wip 2026-03-09 19:18:07 -07:00
38196a8eb7 specify thread-size instead of group-size when dispatching compute shaders 2026-03-03 18:25:29 -06:00
95b182ae1e formatting 2026-02-24 12:09:38 -06:00
e9176147f3 remove RW gpu reference types, instead storing at readonly-index + 1 2026-02-24 10:25:02 -06:00
c3c9be43e3 use non-atlas mirror sampling for backdrop 2026-02-24 03:05:31 -06:00
3fd910702f un-double-buffer gpu frame arena. use unrounded affine for backdrop 2026-02-24 01:34:05 -06:00
0bacad7ada blurred backdrop 2026-02-23 23:14:08 -06:00
537b637ccc backdrop testing 2026-02-23 21:34:59 -06:00
8a87ec2f6b 256-threads per vis compute group 2026-02-19 16:42:03 -06:00
67171a9906 roll testing 2026-02-18 18:07:48 -06:00
e9bad68135 fix bloom shimmer. use common layouts for vis textures 2026-02-18 14:21:16 -06:00
88f37a4bbb dryness 2026-02-17 08:22:25 -06:00
2609dda88a wall debris testing 2026-02-17 00:13:18 -06:00
53bcacb044 bullet trail particles 2026-02-16 23:55:11 -06:00
2f1a146c20 dont collide particles with origin occluder 2026-02-16 23:20:15 -06:00
ed40711781 working splatter with particle layers 2026-02-16 22:14:51 -06:00
a9ca711892 particle layer testing 2026-02-16 19:16:58 -06:00
7e05e4292a formatting 2026-02-16 16:52:34 -06:00
9ca01a920d thresholded & smoothed bloom 2026-02-15 15:20:46 -06:00
a6796c594c basic bilinear & trilinear samplers. fix mip resource barrier. 2026-02-15 10:42:21 -06:00
83a41fc289 turn composite pass into compute shader 2026-02-15 04:11:08 -06:00
fff1b69eff blood wall staining 2026-02-14 09:08:40 -06:00
6957be38b5 continuous particle staining 2026-02-14 08:20:46 -06:00
e4426ab0d2 particle descs 2026-02-14 04:08:38 -06:00
a4bb13d59d particle occluder testing 2026-02-14 01:08:33 -06:00
463e142727 smoke particle testing 2026-02-13 23:33:49 -06:00
d9228b78a3 particle cell densities w/ atomic writes 2026-02-13 04:25:39 -06:00
f16a102cfa particle tile collisions 2026-02-13 02:44:18 -06:00
f1eb4ea855 rotation-agnostic crosshair movement 2026-02-10 21:36:37 -06:00
e0356f73e8 prefab spawn menu 2026-02-05 21:42:01 -06:00
e7ade79ea5 IsLanguageC/G -> IsCpu/Gpu. CacheLineSize -> IsolationSize. 2026-02-05 18:59:05 -06:00
e457dd392a use crosshair position as cursor when looking 2026-02-04 08:09:36 -06:00
3e62de78b1 move shared frame state to single struct 2026-02-04 06:48:08 -06:00
e3ae1a789f draw crosshair via shader sdf 2026-02-01 21:50:22 -06:00
c26488870a render quad sprites in full resolution 2026-02-01 13:04:34 -06:00
da643646a8 weapon animation wip 2026-01-31 08:33:24 -06:00
253670856a working guy anim 2026-01-30 07:31:57 -06:00
b7e2fafc85 animation wip 2026-01-30 05:27:47 -06:00
0ee976cda2 rename 'xform' -> 'affine' 2026-01-23 17:37:58 -06:00
d5efdab6d9 animation testing 2026-01-23 17:29:04 -06:00
7ee7a7f531 begin animation work 2026-01-23 12:39:23 -06:00
f0ddf19133 more shading pass progress 2026-01-22 12:24:54 -06:00
f9067bfa8b shading pass testing 2026-01-22 09:46:58 -06:00