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shaders
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feat(render3d): terrain_lake_carve - a height map may carry its own lake bed
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2026-09-16 15:27:21 +03:00 |
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actor.ludic
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feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds
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2026-09-16 13:21:51 +03:00 |
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assets.manifest
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feat(gl): OpenGL 4.1 and the ludic.render3d renderer
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2026-09-10 03:31:12 +03:00 |
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camera.ludic
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feat(render3d): DLSS super resolution and Reflex through NVIDIA Streamline
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2026-09-15 19:26:12 +03:00 |
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collide.ludic
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feat(render3d): replace the world at run time, water bodies, terrain_sea
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2026-09-13 00:03:40 +03:00 |
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daylight.ludic
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feat(render3d): load steps for a loading screen, four quality switches, and the ring's uniform usage
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2026-09-15 14:46:55 +03:00 |
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drawstats.ludic
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feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds
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2026-09-16 13:21:51 +03:00 |
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env.ludic
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feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds
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2026-09-16 13:21:51 +03:00 |
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FEATURES.md
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feat: per-voice audio, outlines for what is not an actor, and a coast
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2026-09-11 15:25:46 +03:00 |
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fmath.ludic
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feat(render3d): gpu.ludic - the seam for a second graphics API, and what the GPU can do
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2026-09-15 09:52:12 +03:00 |
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gltf.ludic
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render3d(vulkan): GPU-driven trees - one merged mesh per material, one draw per material; on by default
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2026-09-15 16:44:00 +03:00 |
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gpu.ludic
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feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds
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2026-09-16 13:21:51 +03:00 |
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gpu_manifest.ludic
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feat(render3d): read the SPIR-V manifest the way a Vulkan backend will
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2026-09-15 10:41:43 +03:00 |
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gpu_vk.ludic
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feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds
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2026-09-16 13:21:51 +03:00 |
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gpu_vk_draw.ludic
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feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds
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2026-09-16 13:21:51 +03:00 |
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gpu_vk_res.ludic
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feat(render3d): HDR10 output, and DLSS that stays still
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2026-09-15 20:06:18 +03:00 |
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grass.ludic
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feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds
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2026-09-16 13:21:51 +03:00 |
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mesh.ludic
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perf(render3d): Vulkan draws find pipelines by integer and reuse descriptor sets
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2026-09-15 13:22:51 +03:00 |
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overlay.ludic
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feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds
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2026-09-16 13:21:51 +03:00 |
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package.ludic
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feat(gl): OpenGL 4.1 and the ludic.render3d renderer
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2026-09-10 03:31:12 +03:00 |
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post.ludic
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feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds
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2026-09-16 13:21:51 +03:00 |
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prof.ludic
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feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds
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2026-09-16 13:21:51 +03:00 |
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programs.ludic
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feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds
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2026-09-16 13:21:51 +03:00 |
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quat.ludic
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feat(gl): OpenGL 4.1 and the ludic.render3d renderer
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2026-09-10 03:31:12 +03:00 |
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r3d.ludic
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feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds
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2026-09-16 13:21:51 +03:00 |
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render.ludic
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feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds
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2026-09-16 13:21:51 +03:00 |
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scatter.ludic
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feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds
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2026-09-16 13:21:51 +03:00 |
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shadow.ludic
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feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds
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2026-09-16 13:21:51 +03:00 |
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skin.ludic
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refactor(render3d): vertex data and draws behind gpu.ludic
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2026-09-15 10:21:55 +03:00 |
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sky.ludic
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perf(render3d): the sky light baked once at start, the terrain load in four steps, actor cull bounds by height
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2026-09-15 15:03:06 +03:00 |
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stream.ludic
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feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds
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2026-09-16 13:21:51 +03:00 |
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streamline.ludic
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feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds
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2026-09-16 13:21:51 +03:00 |
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terrain.ludic
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Merge the R3D_DEV gate: render3d's debug switches only in headless or R3D_DEV builds
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2026-09-16 15:31:54 +03:00 |
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texture.ludic
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feat(render3d): texture filtering and shadow resolution a game can change while it runs
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2026-09-15 14:25:55 +03:00 |
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water.ludic
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Merge the R3D_DEV gate: render3d's debug switches only in headless or R3D_DEV builds
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2026-09-16 15:31:54 +03:00 |