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  • Feb 28 03:32
    bors[bot] closed #3656
  • Feb 28 03:32
    bors[bot] closed #3625
Dzmitry Malyshau
@kvark
@csherratt the experience itself that you may get through porting to gfx-rs is going to be extremely valuable for us
Dzmitry Malyshau
@kvark

@csherratt sure, we can match the input-outputs and store just indices, but this caching spawns more questions than it solves

That's half-truth. In fact, we don't want (of course) to match these strings at runtime, even if the comparison cost is low, because we'd still need to walk those mesh attributes for each shader attribute. instead, we just need to have that target index baked in somewhere. Perhaps, a single HashMap<(ProgramHandle,MeshHandle), IndexSequence> will suffice.

Coraline Sherratt
@removed~csherratt
@kvark for sure.
Brendan Zabarauskas
@brendanzab
@kvark fixed #25!
Dzmitry Malyshau
@kvark
@bjz awesome! next one is the real issue - binding that at runtime
kvark @kvark is off for today
Dzmitry Malyshau
@kvark
cheers!
Brendan Zabarauskas
@brendanzab
o/
Coraline Sherratt
@removed~csherratt
bjz, have you thought about what type of render you want to build?
Brendan Zabarauskas
@brendanzab
@csherratt we will mainly wanting to be doing procedural stuff
@csherratt ^
Coraline Sherratt
@removed~csherratt
how did you make these bjz?
Brendan Zabarauskas
@brendanzab
the first two are in photoshop
the last one is a mockup over an old screenshot
like, this is all my little thing could do: http://38.media.tumblr.com/tumblr_lxm7q4mHQi1qgurm4o1_1280.png
Coraline Sherratt
@removed~csherratt
So how photo realistic do you want?
Brendan Zabarauskas
@brendanzab
stuff like reflections and stars were added in later
Coraline Sherratt
@removed~csherratt
or do you want a specific style
Brendan Zabarauskas
@brendanzab
basically what you see in the first one, but I think I could push it further, and add more detail
I am heavily pushing 'ambiance' though, so it would be awesome if big mountains cast shadows that moved during the day
I mean, fields of grass waving around would be amazing
Coraline Sherratt
@removed~csherratt
Part of the long term goals of snowmew is to build a None-photo realistic render. I have an artist friend who is pushing his dream of how he wants and some of it is a pretty difficult problem.
Brendan Zabarauskas
@brendanzab
a vast plain of long grass, shimmering in the breeze - cloud systems, with layers up into the stratosphere, little villages
this is not the quality of render I want, but it gives a rough idea of a village http://38.media.tumblr.com/tumblr_lvelb6mVgz1qgurm4o1_500.png
Coraline Sherratt
@removed~csherratt
Have you played anything by "That game company" ?
Brendan Zabarauskas
@brendanzab
the demo of flower and the old flash version of flow
Coraline Sherratt
@removed~csherratt
So like the grass in flower?
Brendan Zabarauskas
@brendanzab
simple-houses.png
not sure - I think I have seen similar in miyazaki films
I just want a beautiful place to explore, would be awesome in VR
to transform my art into generative systems that take on a life of their own
perhaps snowmew could be useful - I dunno
but definitely we would need to figure out a way to handle content generation - how top-down/bottom-up we wanted to be
Coraline Sherratt
@removed~csherratt
I'm not sure procedural generation will work well with the architecture of snowmew
Brendan Zabarauskas
@brendanzab
yeah, that is the issue
Coraline Sherratt
@removed~csherratt
It can be done, but I think that requires more direct buffer accesses which are not really possible in a deeply pipelines architecture.
Brendan Zabarauskas
@brendanzab
we need something that will work well with procedural stuff - folks have the same trouble with unity
not sure if you have any ideas regarding that
Coraline Sherratt
@removed~csherratt
I have not read to much up on it.
So what is needed for fast procedural generation?
I imagine it is trying to work just a few objects ahead of what is being drawn, but that is a wild guess.
Brendan Zabarauskas
@brendanzab
yeah, I have yet to get my head around that
I was going to try for this first, but I don't know beyond that
Coraline Sherratt
@removed~csherratt
How vertex buffers are handled is something I want to look at in snowmew, they are all static right now which is not great.
Brendan Zabarauskas
@brendanzab
I am thinking maybe we might have to just do a bottom up generation of the world, then fill in details lazily
Coraline Sherratt
@removed~csherratt
hmm