Ysidro Hartzell (@scoat_) 's Twitter Profile
Ysidro Hartzell

@scoat_

programmer/artist
🌐 ysidrohartzell.wordpress.com/animation/

ID: 2493770978

calendar_today14-05-2014 05:13:58

27 Tweet

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Pleased with results so far! Computing direct lighting with conventional shadowmaps. But raytracing GI, by just sampling the shadow map at the hit location and adding it to the final color. Next, I might try denoising or increasing polycount.

Ysidro Hartzell (@scoat_) 's Twitter Profile Photo

Added temporal accumulation over 30 frames (half second). Details: I'm pingpong blending between two 128x128 lightmaps every 30 frames. The maximum blend factor for each lightmap is reached when at its peak accumulation count. C/C++, Metal, Macbook Air M1 #gamedev #indiedev

Ysidro Hartzell (@scoat_) 's Twitter Profile Photo

Beginning to hash instances into buckets, for better spatial querying (for shadowmaps, gameplay systems, etc). Starting very simple: Every frame create a new hashtable, and insert each AABB corner. (So that we only have to do one lookup per instance, no need to check neighbors).

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Writing a little .gltf file importer so that I can export more detailed ships from Blender (with transforms, names, etc). C++/Metal #gamedev #indiedev

Writing a little .gltf file importer so that I can export more detailed ships from Blender (with transforms, names, etc).

C++/Metal

#gamedev #indiedev
Ysidro Hartzell (@scoat_) 's Twitter Profile Photo

Started working on my 3D modeler again. So far, I've implemented vertex selection and screen-space translating. #indiedev #gamedev

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Working on my 3D Modeler. Added Undo! - Supports infinite undos. - Tool and Model history are separate (seen in video). - Next task: compressing the undo data. #gamedev #indiedev