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todo.md

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69 lines (33 loc) · 1.86 KB

Voxel ray tracing

combined images

make Player blessed to continue moving when game ticking is stalled

make a buffer upload abstraction to test how much data can be uploaded per frame consistently

Add views of cpu and gpu memory usage in debug menu

Add toggles for validation layers

Show logged messages to stderr, and log them to a file

event system (set player position) command line arguments test and loggigng

seperate raster and rt gpu threads?

seperate toggles for verdigris validation and vulkan validation

bad apple as a tech demo

proper argument parser (console commands and command line args)\

track where the player is moving and if theyre going to need to completely reallocate where the octree is centered do that at the same time this also allows for you to deal with a floating origin just ifne

add etst in the raycasting shader to cehck if that pixel is the ceter of teh screen if so then you can put that in a buffer that the cpu reads tosee were the center of the world is

cam you suet eh dedicated transfer hardware on the gpu i.e a queue with only Transfer

to upload the brick informatio nso that you dotn have to store it on the cpu side at all?

i.e you can return some type of astynchronous future request for it that gets populated at the end of each command buffer submission (follow the barrier)

fix the cmake script lmfao

add returning of values from util::Mutex lambdas!!! next thing!

traversal of 512x512 volume

entire world try different types each chunk as a drawcalls, octree, etc...

take a break from memory stuff and work on graphics effects Real Time Rendering

migrate to sync2 and many of the other 2 functions

merge raster and rt image

hack brickmap together

add dynamic reallocing

shader + compute renderer rewrite

refactor pipeline to be a similar dual inheritance thing

move menu to be not special

central predeclaration file