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Posted

Oh yes and the amazing cube marched clouds. VERY expensive! need to optimise again soon !. Lit!, can have a nice storm with them! Which means a detour (as usual) to .... lightening!!!

image.thumb.png.8baa42ba9bf880efed03d29735ef0a91.png

Screenshot 2026-07-31 at 17.18.25.png

Posted
2 hours ago, Pocster said:

Pocster's

Unreal

Kafkaesque

Engine

 

P.U.K.E (tm)

Screenshot 2026-08-01 at 14.30.35.png

PUKE now does God rays, lightening storms, ambient occlusion , terrain can influence cloud colours and likewise; same for water etc. So all in the same render pipeline. Limits in webgpu are no more than 16 sampler passes for the march. This limit has been a constant problem. Also back at a crippling frame rate if you have max clouds/max rain and a lightening storm and decide to look at a grazing angle over water!.

Screenshot 2026-08-01 at 16.49.15.png

Posted
6 hours ago, Nickfromwales said:

Time to upgrade the machine then........

Amateur ! Time to analyse shaders ! Optimise 💪

Posted
3 hours ago, Pocster said:

Amateur ! Time to analyse shaders ! Optimise 💪

And then realise your FPS is still crap, and then it’s…….


 

10 hours ago, Nickfromwales said:

Time to upgrade the machine

 

Posted
Just now, Nickfromwales said:

And then realise your FPS is still crap, and then it’s…….

 

Most code these days is horrifically optimised. Someone who knows what they are doing can often find orders of magnitude speed ups if they look hard enough. IIRC @Pocster used to work in game development and to get this far even with AI is, I think, showing that experience. There are likely a lot of speedups still to be found even in webgl which is hardly the fastest way to do 3d graphics.

 

What I want to know though is what happened to the original plan? This is all very pretty but I don't think the mountains are telling @Pocster what's for dinner or where he left his socks. Which I thought was the starting point of all this ;)

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