ludic/packages/ludic.render3d
2026-09-16 15:31:54 +03:00
..
shaders feat(render3d): terrain_lake_carve - a height map may carry its own lake bed 2026-09-16 15:27:21 +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 feat(render3d): load steps for a loading screen, four quality switches, and the ring's uniform usage 2026-09-15 14:46:55 +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 feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +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): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +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): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +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): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +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): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +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 Merge the R3D_DEV gate: render3d's debug switches only in headless or R3D_DEV builds 2026-09-16 15:31:54 +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