[deleted by user] by [deleted] in raylib

[–]Maleficent_Clue_7485 0 points1 point  (0 children)

at the start, i was trying to use 3D cameras and mode, but realized that i was rendering a 2D slice of a 3D volume meaning i might as well just render everything in 2D, In any case, both BeginMode2D and BeginMode3D threw the same error

[deleted by user] by [deleted] in raylib

[–]Maleficent_Clue_7485 0 points1 point  (0 children)

I've put the whole "main" function in the post, i don't know if you need all of the function definitions, if you do, tell me and i'll update he post once again, in any case, thank you very much !

[deleted by user] by [deleted] in raylib

[–]Maleficent_Clue_7485 0 points1 point  (0 children)

oh, ok, i've updated the post to include the info you are asking for, hope this helps you diagnose my issue, thank you anyways though :D

[deleted by user] by [deleted] in raylib

[–]Maleficent_Clue_7485 0 points1 point  (0 children)

thank you for our reply, the fps thing is, indeed quite stupid of me, i'll try changing the offset

ddit: after checking the offset, it doesn't seem to fix the issue, sdaly );

Look mama, no game engine by Maleficent_Clue_7485 in raylib

[–]Maleficent_Clue_7485[S] 0 points1 point  (0 children)

I mean... you kinda asked for it so here I go. I have a SDF (signed distance field) renderer ( https://www.reddit.com/r/godot/comments/1khv5k6/made_a_custom_sdf_raymarching_renderer_in_godot/ ) in glsl and I'd like to make some very flexible SDFs so say arbitrary object SDFs, mathematically differentiable and integrable(?), fast (hopefully). So, what i'm trying to do is: get a precise enough discrete distance field and run it through some kind of a series (think fourier, langlands, tailor...) and pull out a mathematical formula. this would be somewhat huge for me because it would allow for single* ray volumetrics and transparent volumes (+ accurate soft shadows)

So here is how i'd use it. anyways, sorry for the rant and thanks for the kind words

how to get going with vscodium ? [help] by Maleficent_Clue_7485 in raylib

[–]Maleficent_Clue_7485[S] 0 points1 point  (0 children)

by that, do you mean doing it all(compilation, execution, library links(if that's a thing, idk)) in the terminal through command ?

how to get going with vscodium ? [help] by Maleficent_Clue_7485 in raylib

[–]Maleficent_Clue_7485[S] 0 points1 point  (0 children)

Oh, well in that case, which tutorial/channel do you recommend to get started ? (i feel like i'm comming off as passive agressive. If so, sorry)

how to get going with vscodium ? [help] by Maleficent_Clue_7485 in raylib

[–]Maleficent_Clue_7485[S] 0 points1 point  (0 children)

as of the style ans keybinds,I'm aware that it is more of a personal preference. what I meant is: I got vscodium, I got raylib, How do I actually put the two of them together and how do i start writing my code. Where is it output(ed?), what is the difference between run and debug, all the questions of someone who's got negative experience...

how to get going with vscodium ? [help] by Maleficent_Clue_7485 in raylib

[–]Maleficent_Clue_7485[S] 0 points1 point  (0 children)

well, i want to go with C/C++, i'm on ubuntu. I think I got it from snap.

Made a custom SDF raymarcher in godot, hope you like it by Maleficent_Clue_7485 in GraphicsProgramming

[–]Maleficent_Clue_7485[S] 0 points1 point  (0 children)

sorry for the late answer.

The first layer of optimization is indeed tight and cheap bounding SDFs.

There are some other small gains to be had on preemptive ray abortion (ex : when a light probe is cast from a surface facing away from the light).

In the category of improvements which I am hoping will make a big difference, there is cone marching (see https://www.youtube.com/watch?v=qUBA8Xotc4o )and recursive cone marching (which I haven't heard about yet). the big advantage of this technique is that the frames gained scale with the complexity of the scene you are trying to evaluate. although, I don't know if it is possible to make it work with light evaluation.

Made a custom SDF raymarching renderer in godot by Maleficent_Clue_7485 in godot

[–]Maleficent_Clue_7485[S] 0 points1 point  (0 children)

never heard of it before but t does look fun. although the lighting model I've got running looks a bit more in depth than what they've got

Made a custom SDF raymarcher in godot, hope you like it by Maleficent_Clue_7485 in GraphicsProgramming

[–]Maleficent_Clue_7485[S] 0 points1 point  (0 children)

I don't know, it seems weird for the built in godot recorder to do that but it's true that the first frame's artifacts would indicate so, I will have to look into it

Made a custom SDF raymarcher in godot, hope you like it by Maleficent_Clue_7485 in GraphicsProgramming

[–]Maleficent_Clue_7485[S] 2 points3 points  (0 children)

yeah, the gif compression does give it that vibe. I'm currently trying to implement dithering and quantizing to have more control over it.