Gaia, Priestess of the Void

@mothfuzz.bsky.social

medium-sized lesbian, nerdy musician, artsy programmer, and lover of small creatures with exoskeletons

With that, the core of the renderer is done. Like, actually done. I might upgrade it to clustered-forward or do some optimizations here and there but the features I wanted to see in my Personal Game Engine are all there. Hooray!

okay okay I've always wanted to start a netlabel, if I host it on my own site then that means I would also be hosting the file storage, meaning I could just have a back room of the site where I post all my own WIPs etc while keeping the main interface for actual Releases, that might be cool

cascaded shadow mapping done. that one was a doozy mainly because I'm by default using infinite render distance. How do you fit a 1024x1024 texture to infinity without it being ass quality? well, what I did was track min/max bounding boxes of all the meshes you render... it works!

I had no idea what a perspective matrix did. TIL hardware projects pixels into 2d by just going (x, y) = (x/z, y/z). Literally just linear perspective. Actually it divides by w but same difference. Perspective matrix literally just scrunches the numbers to make a FOV/aspect ratio fit the z-divide