..
shaders
feat(render3d): texture filtering and shadow resolution a game can change while it runs
2026-09-15 14:25:55 +03:00
actor.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
assets.manifest
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
camera.ludic
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +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): R3D_DRAWSTATS - every draw a frame makes, by pass, program and kind
2026-09-15 14:39:33 +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
refactor(render3d): vertex data and draws behind gpu.ludic
2026-09-15 10:21:55 +03:00
gpu.ludic
render3d(vulkan): MSAA - multisampled renderbuffers, resolved in a draw-less pass
2026-09-15 16:21:52 +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
perf(render3d): Vulkan device memory in blocks, and a shadow map that survives running out of it
2026-09-15 15:44:21 +03:00
gpu_vk_draw.ludic
render3d(vulkan): MSAA - multisampled renderbuffers, resolved in a draw-less pass
2026-09-15 16:21:52 +03:00
gpu_vk_res.ludic
render3d(vulkan): MSAA - multisampled renderbuffers, resolved in a draw-less pass
2026-09-15 16:21:52 +03:00
grass.ludic
refactor(render3d): programs, GPU timers and the context behind gpu.ludic
2026-09-15 11:33:01 +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
refactor(render3d): programs, GPU timers and the context behind gpu.ludic
2026-09-15 11:33:01 +03:00
package.ludic
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
post.ludic
render3d(vulkan): MSAA - multisampled renderbuffers, resolved in a draw-less pass
2026-09-15 16:21:52 +03:00
prof.ludic
feat(render3d): R3D_DRAWSTATS - every draw a frame makes, by pass, program and kind
2026-09-15 14:39:33 +03:00
programs.ludic
refactor(render3d): programs, GPU timers and the context behind gpu.ludic
2026-09-15 11:33:01 +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): R3D_DRAWSTATS - every draw a frame makes, by pass, program and kind
2026-09-15 14:39:33 +03:00
render.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
scatter.ludic
feat(render3d): compute and indirect draws on Vulkan, and tree layers culled on the GPU (opt-in)
2026-09-15 14:19:43 +03:00
shadow.ludic
perf(render3d): Vulkan device memory in blocks, and a shadow map that survives running out of it
2026-09-15 15:44:21 +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): load steps for a loading screen, four quality switches, and the ring's uniform usage
2026-09-15 14:46:55 +03:00
terrain.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
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
refactor(render3d): programs, GPU timers and the context behind gpu.ludic
2026-09-15 11:33:01 +03:00