This builds the Lengyel oblique clip plane technique into the engine, which is the fastest way to do the clipping necessary for mirrors to work.
This builds the Lengyel oblique clip plane technique into the engine, which is the fastest way to do the clipping necessary for mirrors to work.
They compose with other decals and whatever maps are on the base material, if any. Additionally, in a custom shader you can use these textures for whatever you want.
They compose with other decals and whatever maps are on the base material, if any. Additionally, in a custom shader you can use these textures for whatever you want.
This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!
meshoptimizer.org/v1
This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!
meshoptimizer.org/v1
A proper modern JITting emulator on the Web platform (including non-jailbroken iOS) would be amazing! I'm amazed how fast the jitcode can be, even with softmmu.
A proper modern JITting emulator on the Web platform (including non-jailbroken iOS) would be amazing! I'm amazed how fast the jitcode can be, even with softmmu.
(From what I see, this would enable fast emulation on non-jailbroken iOS.)
(From what I see, this would enable fast emulation on non-jailbroken iOS.)
bevy.org/news/bevy-0-17
jms55.github.io/posts/2025-0...
Problem: Hanabi particles are too fast. I store direction and magnitude separately, but direction wasn't being normalized. Hmm. Bug in my normalization code? No, it looks right... 1/
Problem: Hanabi particles are too fast. I store direction and magnitude separately, but direction wasn't being normalized. Hmm. Bug in my normalization code? No, it looks right... 1/
This is a temporary fork that provides much better performance in real-life scenarios, making the difference between a shippable game and not in most cases.
This is a temporary fork that provides much better performance in real-life scenarios, making the difference between a shippable game and not in most cases.
Building a GPU-driven renderer is a ton of work, but the results *really* pay off.
Building a GPU-driven renderer is a ton of work, but the results *really* pay off.
In my tests, I can now have 500+ different particle *systems*, each with many particles, on screen at once and still hit 120 FPS.
In my tests, I can now have 500+ different particle *systems*, each with many particles, on screen at once and still hit 120 FPS.