12:12:30Colleen<shinmera> I'm running it on my shitty intel laptop and it's probably not implemented very efficiently yet in any case.
12:12:43Colleen<shinmera> rendering a point light shadow map requires rendering the scene 6 times
12:13:28Colleen<shinmera> so with two you have to render it 12 times, + final render
12:14:08Colleen<shinmera> Anyway, optimisation for later.
13:59:21hayleyBe strategic - note down the easy gains for later when someone wants it to run faster. Then you can look really clever when you implement said gains quickly.
14:00:38Colleen<shinmera> I mean, the biggest gain would be from implementing a renderer that isn't just a primitive forward.
14:01:28Colleen<shinmera> forward+ or clustered would be nice.
14:01:33Colleen<shinmera> but that requires compute shaders.
14:01:51Colleen<shinmera> I've been thinking about dropping the GL33 requirement
14:02:52Colleen<shinmera> plus, dynamic point lights with shadow maps are not done in most games.
14:03:07Colleen<shinmera> you usually bake them, or you only have like one of them.