NULLSEED

dev diary
Screenshot 36
Thin geometry is going to be an issue :/ On to rethink probe placement again. Probes spawned inside the tunnel, but need to be relocated outside within the same cell when camera moves..
Screenshot 35
Shading fixed, probe positioning almost fixed - indoor - nearly there, but still a bit too dark to my liking
Screenshot 32
Shading fixed, probe positioning almost fixed - lit outdoor
Screenshot 34
Shading fixed, probe positioning almost fixed - lit/ambient cave
Screenshot 33
Shading fixed, probe positioning almost fixed - ambient cave
Screenshot 31
Caves are ok, interiors are terrible.. time to dive back to depth moments
Screenshot 30
irradiance probes for diffuse
Screenshot 29
radiance probes for specular
Screenshot 28
radiance probes for specular
Screenshot 27
diffuse probes
Screenshot 26
After weeks of tweaking, caves look like caves
Screenshot 25
Added hooks to the screenspace compute to the URP deferred stencil shader and it finally looks like light!
Screenshot 24
GBuffer full of noisy normals, time to reconstruct a clean gbuffer purely for GI
Screenshot 23
I mean look at that..
Screenshot 22
Deleted the entire composite shader and moved everything to a screenspace compute shader, after several iterations and tons of papers read, finally something that looks right!!
Screenshot 21
Although rough, the diffuse probes finally work
Screenshot 20
First indirect light?!
Screenshot 19
Probe cascades, more coherent composite, overblown specular..
Screenshot 18
First prototype of a composite shader.. well.. it's something
Screenshot 17
First hits of SDF material ray marching!!
Screenshot 16
Reworked probes completely to a depth-based spawn
Screenshot 15
First shot at frustum probe cascade
Screenshot 14
Finally the SDF "almost" works (with some holes)
Screenshot 13
Converting the world to signed distance fields cascades
Screenshot 12
Experimenting with fixed probes and raytracing
Screenshot 11
First attempt at Global Illumination.. well..
Screenshot 10
Chunk column ticketing instrumentation helped a lot
Screenshot 9
Wait.. nevermind, still broken..
Screenshot 8
OK, Edit ingress and persistence finally working.. we cookin?
Screenshot 7
Didn't realize I need to read neighbor chunks buffer slices..
Screenshot 6
Greedy mesher maybe a bit TOO greedy?
Screenshot 5
.. Something is very off?
Screenshot 4
Second iteration on voxel engine with pooled ticketed approach...
Screenshot 3
Looks nice?
Screenshot 2
Greedy meshing attempts
Screenshot 1
First attempts at voxel terrain generator (this is the first screenshot after I realized I want to document my journey :) )