- r3d_open opens the window with nothing baked; r3d_load_count / r3d_load_step run the rest (sky
and light, terrain, shadow and screen targets, cover and actors, grass) so a game can present a
loading frame between them. r3d_init is the same calls in a row.
- sky_set_quality(width): the prefiltered sky light at 256 / 512 / 1024, baked again.
- post_set_msaa(samples): multisampling on OpenGL, remade in place (post_msaa_live is false on
Vulkan); post_free frees the multisampled framebuffer too.
- STREAM_BUDGET_US is a variable; r3d_fog_scale multiplies the fog the day sets.
- Vulkan buffers carry UNIFORM_BUFFER usage: the frame's ring is bound as uniform buffers and was
created without it (VUID-VkWriteDescriptorSet-descriptorType-00330, found on MoltenVK).
OpenGL frames at the five viewpoints unchanged; the game's 59 self-tests pass.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Render state (depth, blending, culling, colour writes, alpha-to-coverage, depth bias,
scissor) and uniforms go through gpu_* / u_* and nowhere else; OpenGL state is cached and
only changes reach the driver. Frames are bit-identical to before at the fixed viewpoints.
R3D_GFX=gl|vk or gpu_request chooses a backend, falling back to OpenGL with a reason.
gpu_caps_probe() asks Vulkan, on Windows, for the 1.3 floor, ray tracing, mesh shaders, the
NVIDIA RTX generation, Reflex and HDR colour spaces, for a game's settings to grey out what
a machine cannot use; R3D_CAPS pretends to be a given card for tests.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The moon was fixed opposite the sun and worth a constant trickle of light. It
now carries a phase, 0 new .. 0.5 full .. 1 new again, and that one number
decides three things at once: the disc's terminator, the fraction of its light
that reaches the ground, and where in the sky it rides.
The moon is where the sun was `lag` of a day ago, so a full moon rises as the
sun sets and a new moon travels with the sun and is never seen. A new moon is
now a properly dark night, which is what makes a carried light worth having.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`Gl.*` binds the whole OpenGL 4.1 core API — every entry point of the
platform gl3.h with every GL_* constant, generated by `ludic-dev glgen`
with per-call ABI thunks. Windowed builds get an NSOpenGLContext on the
existing window at Retina resolution; headless builds render into an
offscreen CGL context, so a program that uses Gl.* renders and
screenshots identically under the test harness. It links gl.ll, the
thunks and OpenGL.framework only when used; every other build stays
byte-identical.
packages/ludic.render3d is a physically based renderer written on that
surface: HDRI image-based lighting, GPU-generated terrain with scanned
PBR materials, CDLOD, cascaded shadows, glTF with skinning, instanced
vegetation with impostors, procedural grass, water, SSAO, and an HDR
pipeline with bloom, auto-exposure and ACES.
It also carries this session's work on it: the terrain at half its cost
(10.3 -> 5.4 ms of frame), the streaming hitch that got worse the longer
you played, a resize that emptied the world, and the packaging that lets
a game use the renderer from its own repository — `ludic assets`, the
material manifest shipping with the package, and shader lookup falling
back to the install root. See changes/ for each, with its numbers.
The camping game that drove all of it has moved out to its own
repository, Maroon Lake; examples/rendering/smooth.ludic stays as the
renderer's example here.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>