Tagged: gpu
Very little on the development front this week – other than a handful of new concerns to be concerned by. I’ve been considering upgrading the desktop dev environment for a while, and this week has seen two major updates… 1)… Read More »
I’ve been out of action for the past few weeks – Real Life has been a bit of a trial with the return of my mystery illness, even taking me out of Work Life (which is so rare an event… Read More »
Dev of late has been consumed by Maggy – rather more than I anticipated on the visibility testing. I’ve now put in ‘flight’ levelling, and a walk mode – with a view to flying down to and landing on the… Read More »
My brain is fritzed by the vis-testing fiasco I’m experiencing with Maggy. I’ve spent a week straight doing ‘what it should’ and almost getting it right, then some patch disappears under my camera’s virtual nose when it shouldn’t, and I start… Read More »
This past week or so, whenever I can I’ve been tinkering with the visibility testing, and LOD’ing – but having no real success. Nothing I’m trying seems to either a) work, or b) work as I’d expected. I get something… Read More »
This is very ‘warts and all’ this week. I’ve made some considerable progress moving the terrain deformation onto the GPU with some fantastic early results, but due to the work that needs doing on the patch visibility, and LOD’ing code… Read More »