Turbowarp link: https://turbowarp.org/911746479?stuck&hqpen&fps=60 Use turbowarp and click the green flag. Wait for the scene to load(can take a few minutes on TW). WASDQE for movement Arrow Keys for rotation
WHAT IS THIS? Another Gamma Engine save. This file is from more than two months ago, but I haven't made much progress since. During that time, I made some speed improvements among other things. There is also a new sub-engine, along with a new set of global data which represents a polygon adjacency graph. The new clustering engine constructs this adjacency graph and the raytracing engine uses this graph to average color values across adjacent and coplanar surfaces, giving the scene a slightly different aesthetic. WHAT'S NEXT? I'm pretty much taking a break, no plans to come back but I probably will sometime. I shared this project so it could at least see the public eye. If I return, the plans are to explore leafy binary space partitioning trees, which can help unlock rendering optimizations such as frustum culling and potentially visible set(PVS) culling. It may also be helpful with collisions which I'll have to add. This different tree structure might also be able to produce smaller trees. CREDITS: 3D BSP sort adapted from @Chrome_Cat's 2D BSP sort. Compare the code, which can be found here: https://scratch.mit.edu/projects/714869495/ I used @Vadik1's tri-AABB code for triangle-voxel collision(found on @CodingBio_Test's profile): https://scratch.mit.edu/projects/821170796/ Triangle filler by @-Rex-(): The original octree gen/traversal algorithms by :