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AxiomVerge's profile
Tom Happ
Tom Happ
Tom Happ
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@AxiomVerge

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Tom HappVerified account

@AxiomVerge

Maker of Axiom Verge, husband to @WastedFashion, dad. He/Him. AV2 is coming to Switch and EGS in 2021! http://axiomverge2.com  Get AV1 on consoles+PC now!

West Hills, CA
axiomverge2.com
Joined January 2009

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    1. Yal‏ @GameDevYal 15 Feb 2020

      Having issues figuring this matrix algebra out, so I took a step back and started thinking about if I could make it more easily ("Keep it simple, stupid" style) if I checked world-space angles/distances instead of transforming positions to light-projection-space. #indiedevpic.twitter.com/zIqxz4Wh3Y

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    2. Yal‏ @GameDevYal 15 Feb 2020

      My idea essentially is: if the angle from light to current fragment is within the light's active FOV, normalize it and use it as a texture coordinate directly when looking up the lightmap. Will distort things, but is going to run a LOT faster than 3 4x4 matrix multiplications...

      1 reply 0 retweets 0 likes
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    3. Yal‏ @GameDevYal 15 Feb 2020

      (and if the angle is outside the light's FOV, you're in its shadow and don't need to look up the lightmap)

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    4. Tom Happ‏Verified account @AxiomVerge 15 Feb 2020
      Replying to @GameDevYal

      Don't shaders run all conditional paths though? So it would still do the computation for outside the FOV, just negate the results?

      2 replies 0 retweets 0 likes
    5. Yal‏ @GameDevYal 15 Feb 2020
      Replying to @AxiomVerge

      Though on that subject, loops with non-constant span won't even compile, so I've been forced to do a hack where the loop always has the same number of iterations but only some of them do any meaningful work. (Last week's DOF blur shader adapts iterations to distance this way)pic.twitter.com/32totsaIup

      1 reply 0 retweets 0 likes
      Tom Happ‏Verified account @AxiomVerge 15 Feb 2020
      Replying to @GameDevYal

      Yeah I think it's because it is always running all iterations of the loop - basically when it compiles it's unrolled that many times, and the iterations that were "false" get multiplied by zero so the values don't count. (may all be a lie, definitely verify)

      4:27 PM - 15 Feb 2020
      2 replies 0 retweets 0 likes
        1. Yal‏ @GameDevYal 15 Feb 2020
          Replying to @AxiomVerge

          Now when you mention it, I guess that would explain why the vertex-->fragment pipeline has an order of magnitude less memory than the input... the worst part is that as ridiculously complicated as the idea sounds, it's too plausible to dismiss.

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        2. Yal‏ @GameDevYal 15 Feb 2020
          Replying to @AxiomVerge

          After reading through a lot of documentation and tutorials, my impression of shader languages has gone from "it's eldritch sorcery, no mere mortal could possibly learn them" to "okay, it's sort of like C, I can deal with this"... and then firmly back into "it's sorcery".

          1 reply 0 retweets 1 like
        3. Tom Happ‏Verified account @AxiomVerge 15 Feb 2020
          Replying to @GameDevYal

          That tracks with what I know about it as well

          0 replies 0 retweets 0 likes
        4. End of conversation

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