in the future - u will be able to do some more stuff here,,,!! like pat catgirl- i mean um yeah... for now u can only see others's posts :c
First pic: Surface Nets meshing on 3D volume
Second pic: Simplified mesh using a height map. Doesn't do well with overhangs but reduces triangle count at least (to a constant number as well)
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256x256x256 surface nets executed on the GPU using a C# -> HLSL transpiler that converts a "graph" written in C# to valid HLSL compute kernels to be executed.
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Rust DDA rewrite is coming along well... got refractions and reflections working and some simple lighting. Using a proper DDA algorithm (stolen from shadertoy) also speeds up things incredibly. Only problem now is having to implement a sparse octree system, as I've had difficulties implementing a performant one...
Stolen DDA code: www.shadertoy.com/view/lfyGRW
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Some cool ray-reflection screen-shots from my voxel ray-marcher. Running at 1440p, but not at 60fps unfortunately (warp divergence causing compute shader performance hit)
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I uhhh do rust stuff and then uhh like graphics stuff yea awesome sauce :3
You can add me on discord if you want, my username: "nodle man"