ludic/packages/ludic.render3d
Orkuncakilkaya 6169cd05b9 feat(render3d): the grass knows a body is standing in it
You walked through a meadow and every blade ignored you, which is the most noticeable
thing missing from every step the game asks you to take.

u_push (x, z, radius) bends blades away from a body and DOWN - a trodden stem is shorter
as well as leaning, and leaving the height alone made them splay outward like a fan
instead of being walked through. Applied after the blade's own yaw has put it into world
axes and before it is tipped onto the ground normal, so the push is a world direction
rather than something in the blade's private frame.

Radius 0 means nobody is there, so nothing is paid for when it does not apply. Measured:
GL 6.9 s, VK 7.3 s over 400 frames, unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 18:40:08 +03:00
..
shaders feat(render3d): the grass knows a body is standing in it 2026-09-19 18:40:08 +03:00
actor.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
assets.manifest feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
camera.ludic feat(render3d): DLSS super resolution and Reflex through NVIDIA Streamline 2026-09-15 19:26:12 +03:00
collide.ludic feat(render3d): replace the world at run time, water bodies, terrain_sea 2026-09-13 00:03:40 +03:00
daylight.ludic fix(render3d): the ground keeps more of its own colour, and the rock keeps all of it 2026-09-19 16:29:17 +03:00
drawstats.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
env.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
FEATURES.md feat: per-voice audio, outlines for what is not an actor, and a coast 2026-09-11 15:25:46 +03:00
fmath.ludic feat(render3d): gpu.ludic - the seam for a second graphics API, and what the GPU can do 2026-09-15 09:52:12 +03:00
gltf.ludic render3d(vulkan): GPU-driven trees - one merged mesh per material, one draw per material; on by default 2026-09-15 16:44:00 +03:00
gpu.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
gpu_manifest.ludic feat(render3d): read the SPIR-V manifest the way a Vulkan backend will 2026-09-15 10:41:43 +03:00
gpu_vk.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
gpu_vk_draw.ludic fix(window): the title a program passes to gl_open / gvk_open reaches the window 2026-09-17 14:02:23 +03:00
gpu_vk_res.ludic feat(render3d): HDR10 output, and DLSS that stays still 2026-09-15 20:06:18 +03:00
grass.ludic feat(render3d): the grass knows a body is standing in it 2026-09-19 18:40:08 +03:00
mesh.ludic perf(render3d): Vulkan draws find pipelines by integer and reuse descriptor sets 2026-09-15 13:22:51 +03:00
overlay.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
package.ludic feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
post.ludic feat(render3d): anti-aliasing that exists, and a lens for the viewfinder 2026-09-19 17:38:25 +03:00
prof.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
programs.ludic feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
quat.ludic feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
r3d.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
render.ludic feat(render3d): anti-aliasing that exists, and a lens for the viewfinder 2026-09-19 17:38:25 +03:00
scatter.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
shadow.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
skin.ludic refactor(render3d): vertex data and draws behind gpu.ludic 2026-09-15 10:21:55 +03:00
sky.ludic perf(render3d): the sky light baked once at start, the terrain load in four steps, actor cull bounds by height 2026-09-15 15:03:06 +03:00
stream.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
streamline.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
terrain.ludic feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
texture.ludic feat(render3d): texture filtering and shadow resolution a game can change while it runs 2026-09-15 14:25:55 +03:00
water.ludic Merge the R3D_DEV gate: render3d's debug switches only in headless or R3D_DEV builds 2026-09-16 15:31:54 +03:00