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13:06:51
Shinmera
Ho boy if I mmap the clipmap chunks instead of reading them into memory there's a massive speedup
14:48:09
Shinmera
Hm, the geometry shader for the hole punching does eat quite a few frames at a resolution of 1024² per level
15:25:51
Shinmera
Probably gonna need a system to remember which chunks have been mmapped and keeping them, rather than mmapping and munmapping them all the time
15:50:18
Shinmera
this is like unbelievably strong artefact effects and I have no clue what might be causing it
18:52:07
mfiano
I took like a week break from my engine. Might get back into it tonight when I get home from work
18:52:45
Shinmera
Any particular reason why GS are slow? They seemed like the perfect solution to my problem.
18:54:18
mfiano
I was thinking of implementing FBO's, but I fear I'll just be contributing to the worst thing I can do, which is trying to over-generalize and making it look better, which is what I've been doing for 10 years with no game to show.
18:56:24
mfiano
Yeah, about a month ago I gave up on trying to write general purpose libraries, that have to be chnaged whenever a supporting library changes, because none of my code ever has a stable API when I don't know what the fuck I'm doing yet :)
19:03:32
mfiano
At the moment I'm deciding if I want to write/use a loader for Tiled maps, or just write my own subset of it that doesn't suck, and surely isn't XML for fucks sake.
19:06:00
mfiano
I have some textures/sprites/etc I've purchased which are free to use in a game as long as the images aren't distributed, so wondering how encoded they actually need to be for deployment...