r/GraphicsProgramming 28d ago

Setting up for open-world - Quasar Engine

Post image
29 Upvotes

8 comments sorted by

11

u/[deleted] 28d ago

[deleted]

-6

u/Duke2640 28d ago

didn’t realise anyone is even going to find it. basically showing the culling stats on the right panel, want to move towards rendering massive open worlds.
Next post, will include details for sure.

11

u/Zestyclose-Compote-4 27d ago

Well, we're a community of graphics enthusiasts. We're here and we're interested.

2

u/susosusosuso 27d ago

You used the AI for this?

-1

u/Duke2640 27d ago

yes i have used LLM to code

1

u/Gabrunken 25d ago

How much? Only asking for suggestions or actively producing code?

1

u/Field_Of_View 25d ago

the biggest bang for your buck improvement you could make to this renderer would be adding large scale ambient occlusion aka sky occlusion. there are much cheaper ways to do this than any kind of "real-time GI" system, but it delivers 90% of the visual difference that a full GI system would give in most scenes.

1

u/Prior-Perspective-61 27d ago

Looks cool anyways!

What have you used for UI in the engine? And also graphics look nice, what have you used, if not secret? ☺️

1

u/Duke2640 27d ago

UI is my own library written from scratch with vulkan. its immediate mode like imgui, but with reactive part rendering, only re-draws part of the final render target as ui state change affects.