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| 24 Jan 2017 11:22 PM |
I'm actually curious as to how the new graphics stuff #### was working on works --
Is it like doing a sort of 'raycast' (but not really for performance reasons somehow??) to simulate light bouncing and shadows and stuff, but to avoid drawing on specific pixels and all, it does it using a sort of 'voxel buffer' which then gets translated to individual pixels on screen? ???
That doesn't quite sound right, that would melt your smartphone's GPU (way too many operations) how?
did he explain it? I didn't have audio on while watching it and all.
If it was raycasting then you'd be doing millions of calculations on probably millions of faces and the video clearly demonstrates having no problem having a TON of light sources and still rendering just fine.
Is it pre-compiling light maps and then applying them to anything else with the same properties (sans color)? That would seem like it would be faster, but then it wouldn't really be dynamic then, at least not at a decent resolution.
god I wish I was actually good at graphics programming sometimes |
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JadyIyn
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| Joined: 30 Jul 2012 |
| Total Posts: 7906 |
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| 24 Jan 2017 11:23 PM |
| I didn't watch whatever you're talking about. |
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| 24 Jan 2017 11:30 PM |
| WHO CARES ABOUT HACK WEEK JUST WORK ON WINTER GAMES |
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| 24 Jan 2017 11:32 PM |
haha
No but really, that seems almost like it actually is raycasted (but with a voxel buffer to avoid memory usage at the cost of some sharpness and detail), but there's no way you can do millions of operations like that in real-time.
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| 25 Jan 2017 01:05 AM |
yeah so is that done with voxel-based lighting or not?
It looks too sharp to be
but it's too fast to be raycast-based light
????!!!??????????????? |
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