Working with @logicsoup on Idu. (https://xitter.cf/t.co/SZFTtH4QWB) Interested mainly in graphics programming, Rust lang and greenhouses. Former Teleglitch dev.

Tallinn, Estonia
Joined March 2020
We added the most useful machine to ever exist to Idu
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Just uploaded a new bugfix update for Idu. I found out that the roots were growing uncontrollably and spawning in the millions in some cases. Also fixed the water explosion bug, fov not working, and other things. Full changelog and DL link here: epcc.itch.io/idu/devlog/7650…
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Someone in our discord found a neat bug. I think we should add something in the game that produces a similar effect, but in a controlled way
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The new update is finally ready! Main things: 🌊 Added dynamic water physics with currents, streams, waves, vortices, foam and more! 🥦 Added moss simulation ⬇️ Added branch bending and gravity simulation ⏩ Much improved performance + a huge amount of smaller fixes
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Oops forgot to post the download link idu.cyberplant.ee/
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The water update is almost ready! Only have to test a bit more and write release notes, etc
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Did some more work on the moss. It's much faster to render now (no more weird decals) and it only grows in moist areas.
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Extended the water to horizon. I can't afford to simulate the whole sea, so the waves outside the playing area are generated by some simple function (currently just a sine). Tricky part will be blending the simulated water and parametric water.
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This is not a joke! Frogmonster drops TOMORROW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! #! Prepare to become FROG
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Finally figured out the branch bending. It's unbelievable how much better the plants look now.
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It ends up producing these weird S shapes after running for a bit longer
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Getting somewhat plausible results, but I know the math behind it is still incorrect.
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I'm revisiting the gravity simulation, bc it seems to be hard to generate plausible larger trees without any bending. It doesn't work yet, but at least looks interesting.
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I didn't finish the thing I wanted to post on this #screenshotsaturday, so here's a curated selection of shader debug pictures
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I figured out the raytracing optimizations. It's still spatial hash based, but I packed all the spheres in a really cache friendly way and used SIMD to run sphere intersection tests at 8x the usual speed.
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I got the water simulation to run 40% faster just by sorting a graph edge list by start node ids. I know about the importance of cache coherency, but still didn't expect that a simple one line change would get me this much boost
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I also seem to be missing something. Raytracing a 128^3 cube at 2000x1000 using dda takes me about 500ms on a single core, which seems way too slow, I remember seeing raytracers even 10 years ago that handled much larger dynamic scenes with interactive frame rates.
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Spent the whole weekend optimizing raytracing code. Result: it's now even slower and also doesn't work.
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