..
shaders
feat(render3d): an aspen quakes, and a tree is no longer bent like a bow
2026-09-19 21:13:42 +03:00
actor.ludic
fix(render3d): a body hidden from the camera still stands in the sun
2026-09-19 21:32:11 +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): contact darkening, so things sit ON the ground
2026-09-19 19:49:05 +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): an aspen quakes, and a tree is no longer bent like a bow
2026-09-19 21:13:42 +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): rain that leaves something behind
2026-09-19 19:43:29 +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
feat(render3d): the lake answers to a body standing in it
2026-09-19 20:23:27 +03:00