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Crayz

@CrayzNotCrazy

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Making a haunted test build Created @fragsurf, prev @FcpnchStds on s&box Inspired by Quake, Source, crisp text, and global illumination

Whangārei
Joined October 2012
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@CrayzNotCrazy
Crayz
1 month
DXR, XeSS, and CRT?
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@CrayzNotCrazy
Crayz
2 months
Experimental "No Graphics API" path tracer - PTX to instruct the GPU. No OpenGL, VK, DX (no graphics api) - No tris/verts, only planes - Bindless, raw pointers to scene data Maintainability 1 out of 10, but I do enjoy breaking free of graphics APIs and their paradigms.
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@CrayzNotCrazy
Crayz
2 months
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@CrayzNotCrazy
Crayz
2 months
GPU lightmapper photo dump I added AO, HDR, shadowmasks, multiple charts, and some filtering in the frag shader to smooth things out. This map has 16 lightmaps with 2k resolution, baked in roughly 1 minute.
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@CrayzNotCrazy
Crayz
2 months
Wrapping up a patch for @fragsurf - key features: 1. Networking improvements 2. Movement rewrite, surf & bhop is identical to Source 3. New level editor with PBR materials, GPU lightmapper + indirect GI 4. Visual overhaul to some official maps Probably sometime next week!
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@CrayzNotCrazy
Crayz
2 months
Clipping tool, emissive GI, volumetric fog respecting transparency.
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@CrayzNotCrazy
Crayz
2 months
Added decals, but opacity in the RT pipeline took a toll on performance. Almost reverted decals to pure raster (losing reflections/shadows) but realized it can work for things like fences too. It stays!
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@CrayzNotCrazy
Crayz
2 months
Spent the previous few days on ray-marched volumetric fog, refactoring scene save/load (hence the new scene) and cleaning up the in-world editor experience. High performance path tracing in a create-as-you-play game engine is a tough but rewarding project
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@CrayzNotCrazy
Crayz
2 months
Dev photo dump 1. Visualizing acceleration structures 2. Volumetric fog 3. Full render 4. Dark interior GI visualization
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@CrayzNotCrazy
Crayz
3 months
Did water today. Worked quite well with the path tracer handling reflections already
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@CrayzNotCrazy
Crayz
3 months
Took a break from GI just to end up back on it, had to get textures sorted out in reflections & gi. Slight hit to performance, couple things to iron out, huge visual win.
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@CrayzNotCrazy
Crayz
3 months
Various small to medium wins in GI the last few days. Needs improvements still (as always), but I'm pretty happy in its current state, going back to work on gameplay & other stuff
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@SmallFishDev
Small Fish
7 months
🥳 MY SUMMER COTTAGE Steam page is now LIVE! Please support us by adding our game to wishlists! My Summer Cottage is an ultimate Finland life simulator for 1-4 players, involving hunting, fishing, drinking, gathering and much, much more! #gamedev https://t.co/ta2rGbLbnM
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@CrayzNotCrazy
Crayz
3 months
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@CrayzNotCrazy
Crayz
3 months
Also if anybody has discrete compute performance tips & tricks please share, I've spent days already on single experiments hopeful it would shave off another .1ms (often fails and adds 1ms)
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@CrayzNotCrazy
Crayz
3 months
Oddly found myself not gpu bound today - maintaining 400fps at 1080p with ray traced shadows, reflections, and gi. Handful of issues to work out, then polish visual quality, still free of any vendor specific or temporal tech!
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@CrayzNotCrazy
Crayz
3 months
Getting somewhere now! The block tool will be the basis for all level design.. nothing complicated, all convex, push/pull/extrude/clip and a standard set of primitives.
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@CrayzNotCrazy
Crayz
3 months
There's now an in-game script editor. Ultimately I want to never leave the game, write all of the gameplay with this. Scripting will also be part of the game but as simple puzzles where programming skill isn't required, programmers could hack away at it if they want tho.
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@CrayzNotCrazy
Crayz
3 months
GI and lua api is a bit slop still, don't mind that
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