Shader Seven(7) Smoke Test - Atomic Ivy MMO
Shader Seven(7) Smoke Test
www.tinyurl.com/BOMB-CODE
As we build up our auto-tiling shader for our tilemap,
we need to get visual confirmation somehow that all
of the code we have written so far is correct.
Shader 7 might not look like much right now,
but by being able to see the outline of where
tiles have been placed, I can move forward with
confidence, being relatively certain that I am
building on top of a sturdy foundation.
If you want to learn how to make a tilemap from
scratch, I am your guy. This is the 3RD tilemap
shader I have made for this engine.
We are going to leave in all of the old shaders
rather than "remove them to cleanup the code base"
because they can serve as valuable reference.
The best reference is written in your style
and verified to be correct. As the code for these
shaders is CURRENTLY BEING USED IN THE GAME ,
we have a higher level of confidence that this
code is correct that if we were using code
snippets from our own files or stack overflow.
The current shader I am working on is intended to
be a re-write of shader #6. By doing some occlusion
pre-tests on the tilemap before attempting to
render a fragment, I hope to speed up the execution
speed of this shader by 21X (21 times ).
Or in other words.
I am speeding up the shader by 2,100 PERCENT!!!
Not only that, but I created a data structure for
high-resolution fractal mip-maps, so the shader
not only will RUN FASTER it will also look
9001-X MORE AWESOME.
-KanjiCoder , 2022_09_29 , 606AM
we need to get visual confirmation somehow that all
of the code we have written so far is correct.
Shader 7 might not look like much right now,
but by being able to see the outline of where
tiles have been placed, I can move forward with
confidence, being relatively certain that I am
building on top of a sturdy foundation.
If you want to learn how to make a tilemap from
scratch, I am your guy. This is the 3RD tilemap
shader I have made for this engine.
We are going to leave in all of the old shaders
rather than "remove them to cleanup the code base"
because they can serve as valuable reference.
The best reference is written in your style
and verified to be correct. As the code for these
shaders is CURRENTLY BEING USED IN THE GAME ,
we have a higher level of confidence that this
code is correct that if we were using code
snippets from our own files or stack overflow.
The current shader I am working on is intended to
be a re-write of shader #6. By doing some occlusion
pre-tests on the tilemap before attempting to
render a fragment, I hope to speed up the execution
speed of this shader by 21X (21 times ).
Or in other words.
I am speeding up the shader by 2,100 PERCENT!!!
Not only that, but I created a data structure for
high-resolution fractal mip-maps, so the shader
not only will RUN FASTER it will also look
9001-X MORE AWESOME.
-KanjiCoder , 2022_09_29 , 606AM
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