Search found 47 matches

by afritz1
04 Mar 2019, 18:59
Forum: Feature Requests and Suggestions
Topic: Unlimited Light Sources with Clustered Forward Shading
Replies: 38
Views: 29752

Re: Unlimited Light Sources with Clustered Forward Shading

You're probably right, I guess I was just curious if it was even something worth looking into. It seems pretty complex after reading some of the Detroit: Become Human GDC slides (although that's the AAA way of doing it -- of course it's going to seem complex. I was looking more for the "simples...
by afritz1
04 Mar 2019, 17:11
Forum: Feature Requests and Suggestions
Topic: Unlimited Light Sources with Clustered Forward Shading
Replies: 38
Views: 29752

Re: Unlimited Light Sources with Clustered Forward Shading

I'd be interested in looking into implementing some kind of clustered forward or forward+ rendering for my Arena engine, since there's a few places in Arena where there's more than 5 or 6 lights touching the same space and it'd probably be slow to handle that the naive way. It might help a lot with ...
by afritz1
14 Nov 2018, 21:16
Forum: Off Topic
Topic: Some reasonable ideas for what might be in Starfield
Replies: 4
Views: 3480

Re: Some reasonable ideas for what might be in Starfield

I think I agree with you at least a little bit on that. Of course the system was an upgrade, but maybe I didn't see as much of the Radiant Story aspects because I usually didn't remove shopkeepers and other relevant people because I thought they were important to the game, so I rarely saw replacemen...
by afritz1
13 Nov 2018, 06:55
Forum: Off Topic
Topic: Some reasonable ideas for what might be in Starfield
Replies: 4
Views: 3480

Some reasonable ideas for what might be in Starfield

This post isn't necessarily what I want to have in Starfield. It's just educated guesses based on Bethesda's previous work, engineering expectations, and Bruce Nesmith's 2012 presentation that I think are reasonably believable for me to spend the time bringing it up here. They said the game is playa...
by afritz1
16 Sep 2018, 04:18
Forum: Off Topic
Topic: List of (other) FOSS game engine replacement projects
Replies: 83
Views: 84329

Re: List of (other) FOSS game engine replacement projects

drakovyrn wrote: 16 Sep 2018, 01:56 By the way, @afritz1, will there be another release of opentesarena sometime soon? I know progress is slow-going, but I like seeing new builds anyway, even if not much has changed. :P
Currently trying to finish up one last thing for 0.8.0, hopefully releasing either this weekend or next weekend :)
by afritz1
15 Sep 2018, 21:40
Forum: Off Topic
Topic: List of (other) FOSS game engine replacement projects
Replies: 83
Views: 84329

Re: List of (other) FOSS game engine replacement projects

Adding onto what psi29a said a few pages ago about Daggerfall Unity, if anyone would like to see Interkarma's perspective on it not being 100% FOSS, read his comment on this issue: https://github.com/Mindwerks/XLEngine/issues/27#issuecomment-381367415 Particularly this quote: As an aside, it's no ac...
by afritz1
20 Aug 2018, 07:41
Forum: Off Topic
Topic: NVIDIA Turing GPUs
Replies: 8
Views: 5850

Re: NVIDIA Turing GPUs

My engine for Arena used to do ray tracing on the GPU but I removed that renderer in favor of a simpler CPU-based, 2.5D one that's easier to prototype and maintain. I don't have to deal with shader compiling, platform incompatibilities, version mismatches, etc., etc.. The ray tracer had pretty nice ...
by afritz1
18 Jul 2018, 16:05
Forum: Off Topic
Topic: Brainstorming visible voxel management in OpenTESArena
Replies: 2
Views: 3515

Re: Brainstorming visible voxel management in OpenTESArena

Simple is good, yes. But I know that the visible voxel determination could be faster because the ray caster touches a lot of the same voxels with each ray (hence the wasted work), and I wouldn't have suggested the two ideas above if I didn't think I could do it :P. You don't get this far with an ope...
by afritz1
18 Jul 2018, 07:41
Forum: Off Topic
Topic: Brainstorming visible voxel management in OpenTESArena
Replies: 2
Views: 3515

Brainstorming visible voxel management in OpenTESArena

I've been brainstorming a couple ways of how to speed up visible voxel determination and frustum culling in my software renderer. Currently it's using 2.5D ray casting which is really naive and does a lot of wasteful calculations, but it works (it was just meant for prototyping anyway, and it's a ho...
by afritz1
15 May 2018, 17:55
Forum: Off Topic
Topic: OpenTESArena 0.7.0 Released!
Replies: 9
Views: 5655

Re: OpenTESArena 0.7.0 Released!

Ha ha! :D You wouldn't have the same project for Daggerfall by chance? What clocknova and psi29a said. I think an open-source project for Daggerfall would be too ambitious for me, so that's one reason why I chose Arena instead. Arena is just more simple overall, and it's easier to keep the project ...