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1bfc54adf1
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Merge branch 'master' of http://github.com/mitchellhansen/voxel-raycaster
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2017-07-03 00:43:23 -07:00 |
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1ed6a622bc
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That was a really dumb bug! Octree was being generated mirrored because I second guessed myself on a for loop
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2017-07-03 00:42:54 -07:00 |
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Mitchell
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0b8f1cf442
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Merge pull request #1 from MitchellHansen/add-license-1
Create LICENSE
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2017-07-02 20:22:44 -07:00 |
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Mitchell
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1a6ac84b80
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Create LICENSE
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2017-07-02 20:22:26 -07:00 |
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7c076ca63c
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Whoops
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2017-07-02 12:42:46 -07:00 |
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16e40f0c91
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refactored the raycaster outside of the folder
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2017-07-02 12:41:56 -07:00 |
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5e9401cd27
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Linux build working again, removed the GL_Testing stuff, I'm going to move to Vulkan eventually. Got voxel search working mostly with the new octree changes. Issue with mirroring of voxel data currently
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2017-07-02 12:36:25 -07:00 |
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MitchellHansen
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04842dd597
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It appears that the new generation algorithm works well. The tree structure is intact and the relative pointers look correct. I'll write a validator when I get a chance
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2017-06-30 02:37:40 -07:00 |
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MitchellHansen
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b82d543479
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First draft of the revised octree generation code
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2017-06-30 01:47:19 -07:00 |
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MitchellHansen
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1fab4943bf
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fiddling around with far pointers, page headers somewhat solid
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2017-06-30 01:13:08 -07:00 |
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MitchellHansen
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3596c9094c
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Refactoring the generation code to the octree, working on the memory management of the various buffers and trunk
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2017-06-29 03:29:36 -07:00 |
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MitchellHansen
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32e58d516a
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bringing up to date
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2017-06-29 01:52:30 -07:00 |
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MitchellHansen
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c7bde50e0d
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Saving before breaking changes
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2017-06-25 01:22:24 -07:00 |
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MitchellHansen
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ce862feb0b
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Couple of refactors and tricks in the kernel to speed things up. ~5FPS average improvement
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2017-04-21 20:09:12 -07:00 |
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MitchellHansen
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a40b5545e8
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Removed the class heirarchy for the raycaster. I was aiming for maximum compatability but realistically, this project will never run at any sort of acceptable speed on the cpu. Also in the previous commit fixed multiple longterm bugs as well as fixed bugs in the event system and made it much safer
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2017-04-15 01:50:01 -07:00 |
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MitchellHansen
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334a375535
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Commit might have been messed up
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2017-04-15 01:45:09 -07:00 |
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MitchellHansen
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8806777dc9
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Lots of tweaking. Tenative buggy reflection implimented.
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2017-04-13 03:41:05 -07:00 |
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MitchellHansen
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2421f7bdce
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Having some performance issues on a new windows install. Going to pull device selection out to the GUI and do further testing
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2017-03-25 21:25:14 -07:00 |
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MitchellHansen
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b493d56f7a
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Removed some extra headers in util, restricted the scope of some others
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2017-03-23 00:45:13 -07:00 |
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MitchellHansen
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7c534500f6
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Cut down a few of the compiler warnings, refactored the octree into its own file. Refactored all map items into their own subfolder
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2017-03-22 23:52:33 -07:00 |
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MitchellHansen
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2ad7383406
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Added a struct to pass away from get_voxel
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2017-03-22 23:24:43 -07:00 |
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MitchellHansen
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e45df185f7
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Cleaned up Map and the Octree. Did some testing and refactoring of generation code. Interleaved data is now good, also changed the block stack dealio to just a blob of uint64_t data. Used a GCC and by extension MSVC extension which speeds up count_bits by a good bit. After all optimizations, getVoxel is now around 10-15 times faster.
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2017-03-22 22:50:17 -07:00 |
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MitchellHansen
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d1b9ecd3e5
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Octree traversal now works perfectly, edge cases worked out
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2017-03-22 00:55:10 -07:00 |
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MitchellHansen
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30959128e4
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Hunting down some bugs and verfiying correct oct-tree traversal, not quite there yet but close
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2017-03-21 22:05:23 -07:00 |
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MitchellHansen
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5e222a0331
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Added new demo, tweaked some values to produce better lighting
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2017-03-20 22:22:53 -07:00 |
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MitchellHansen
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0d82cd5a20
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Finally moved screenshots and runtime compilation to GUI elements
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2017-03-19 23:08:16 -07:00 |
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MitchellHansen
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7e5d4ef947
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10 FPS average increase from changing global work size to 2D
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2017-03-19 00:42:54 -07:00 |
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MitchellHansen
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ec65ef7741
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Added new screenshots to show off imgui. As well as a quick delve into the blinn function to add the inverse square law
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2017-03-18 20:52:24 -07:00 |
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MitchellHansen
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6a3eaa04f7
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Added color to lights, added a gui slider to control the single light color
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2017-03-18 20:08:38 -07:00 |
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MitchellHansen
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4549428954
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Merge branch 'master' of http://github.com/mitchellhansen/voxel-raycaster
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2017-03-18 17:15:37 -07:00 |
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MitchellHansen
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3aaffce566
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Refactored and commented the Hardware Caster. Cleaned up many small things
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2017-03-18 17:15:25 -07:00 |
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Mitchell
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86cc088609
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Update README.md
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2017-03-17 17:02:03 -07:00 |
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Mitchell
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115f624d1c
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Update README.md
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2017-03-17 17:01:45 -07:00 |
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Mitchell
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0b3b1660ff
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Update README.md
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2017-03-17 17:00:23 -07:00 |
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Mitchell
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29f7ab2037
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Update README.md
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2017-03-17 16:57:33 -07:00 |
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MitchellHansen
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50c6d68944
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Switched Utils name back. Converted the current debug text over to ImGui.
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2017-03-17 00:09:48 -07:00 |
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MitchellHansen
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15fb922c27
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Had some include troubles, renamed util but need to rename it back to .hpp. Switched the fps counter to run with imgui
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2017-03-16 23:47:05 -07:00 |
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MitchellHansen
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394c9821fc
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added imgui to the app
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2017-03-16 22:48:55 -07:00 |
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MitchellHansen
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033e29d9b1
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Fixed small ifdef bug, added quick-sfml-templates fps graph
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2017-03-12 00:00:20 -08:00 |
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b7d4191d82
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Fixed mac compatability
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2017-03-07 10:24:55 -08:00 |
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System Administrator
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f36b7ebb21
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Added macOS compatability again
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2017-03-07 10:20:39 -08:00 |
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MitchellHansen
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0a457f50a6
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A decent amount of progress on voxel traversal. Converted most of it to C code to make the CL version easier
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2017-03-06 01:01:48 -08:00 |
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MitchellHansen
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04a68c1dec
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Fixed a small bug regarding to AMD vs Intel OpenCL implementations
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2017-03-02 20:50:30 -08:00 |
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d2d759810f
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Merge branch 'master' of http://github.com/mitchellhansen/voxel-raycaster
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2017-02-27 11:39:22 -08:00 |
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cd360fde81
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Added pdf
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2017-02-27 11:38:59 -08:00 |
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MitchellHansen
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49253f4907
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small tweak
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2017-02-24 21:07:44 -08:00 |
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MitchellHansen
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b0188909a3
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added the bitset idx tracking
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2017-02-24 21:07:04 -08:00 |
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MitchellHansen
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043eeecb80
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Initial traversal of the heirarchy
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2017-02-22 18:36:14 -08:00 |
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0c9ef2ae6a
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It seems that the octree has been built correctly. Going to use bitset to count children, not sure how I'm going to determine what quadrants they lie in. Perhaps masks?
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2017-02-20 22:49:41 -08:00 |
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MitchellHansen
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6534e3303b
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One more file
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2017-02-19 21:10:19 -08:00 |
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