Visibility Jam. July 19-21, 2024. Happening now.
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TheSandvichMaker
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I published a little single-file DirectX 12 "Hello World" application using bindless resources to my GitHub, originally written for a school presentation. It might be helpful as a reference, and it's completely free to use and adapt for anyone's needs.

The code can be found here:
https://github.com/TheSandvichMaker/HelloBindlessD3D12/

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Pointless UI beautification to procrastinate on actually making a game (this post better not get more thumbs up than the Actual Game above)

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After the various trials and tribulations befitting of a school project, Descent Raytraced is now available:
https://github.com/BredaUniversityGames/DXX-Raytracer
A remaster of the classic game Descent from 1995 with a handmade DirectX 12 realtime pathtracing renderer.

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A sneak preview of my current school project - a pathtraced remaster of Descent (1995):
https://www.youtube.com/watch?v=ZN-qPZ5Ab6A

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A sneak preview of the realtime raytracing I've been doing with some teammates at uni (the bitrate is a bit unforunate)

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Baked volumetric lightmaps are looking quite good. Now I just need to address the storage concern...

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Lightmap debugger visualizing all the rays that were traced to make the final result (I left my textures at home)

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Trying to stop being lazy and actually continue working on this thing. Now featuring basic light baking.
Code can be found here, by the way https://github.com/TheSandvichMaker/retro-fps

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casual first person game side project thing, featuring crouching

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I released the source code for my little experiment writing a networked game
https://github.com/TheSandvichMaker/netgame

With no guarantees the code is any good for anyone! But I thought it might be useful to look at for people as inexperienced in networking as me.

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for the first time ever, I have made a program talk to another program

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Because I will never finish it anyway, here's the (public domain) source code for my text editor https://github.com/TheSandvichMaker/textit

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Combining the powers of raytracing and rasterization!

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Project specific config settings. Why not switch fonts per project while you're at it?

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For once I touched my text editor again and added some basic snippets. But coming back to this codebase I really want to redo so much of it... It's really in need of some cleanup

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Today in "computers are fast": Unoptimized single threaded software rasterizer running 60 fps on a shaded, textured model with 11k vertices.

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Fancier font rendering and iterating on the nice interactive command line widget

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opening files and buffers with nice substring matching (and exposing off by one error at end 🙂 I hit ctrl+P but went to test_file.txt instead of test_file_big.txt)

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if you've ever used vim, you might've noticed that it special cases some motions with the "change" command to be more intuitive, for example cc empties a line while dd deletes it, cw acts like ce, generally it selects the "contents" of the motion rather than actually doing the motion naively.

With the kakoune-inspired inverse vim scheme, I am doing this in reverse: my selections come in two parts, inner (blue) and outer (orange). delete commands act on the outer, change commands on the inner selection.

The result of this is that I can very intuitively select and manipulate semantic text objects.

One interesting selection showcased in this gif is the parameter selection, it will select a parameter so that the inner selection preserves the comma and sets you up to change it, while the outer selection deletes the parameter and its associated comma.

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Do the split (although this isn't really how you want the layout to work)

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I uploaded a playthrough of our university project, since I figure most people don't really want to bother playing the game: https://www.youtube.com/watch?v=iPELesKZOcM If you're gonna watch anything, I recommend the bathroom level from 12:50 onwards

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I was going to just do some bresenham line drawing in my multithreaded software renderer, but instead I did this?

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My pathtracer written for uni is now on github, in case anybody wants to browse through the code: https://github.com/TheSandvichMaker/BUAS-Pathtracer

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Syntax highlighting is semi not terrible now

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Behold, deleting and changing selections in a wholly original way that is definitely not completely derivative of a text editor starting with K

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the very good sandvich text editor now does basic undo grouping (not sure why, it's about time I turn this into a modal editor which simplifies undo anyway)

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Better roguelike field of view with shadowcasting. No dead corners! Symmetric! Efficient algorithm (brute force raycasting is O(n³)...)!!!

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every roguelike needs a good line of sight implementation right? this one is bad, it makes me cry. but it's a start

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Undo branches! Basically like parallel universes of your file history. This one requires some explanation, I write "First branch" and then undo it, "Second branch" and undo it, and again for "Third branch". Then, I redo each in turn, by switching branches. Look at the right side and watch the branches and the (NEXT) indicator.

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semi-janky ctrl modifier action, scrolling, line wrap, display of utf8 as big red hexadecimal

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rooting through a container and opening a door with janky broken rendering

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I was going to make a maze generator, instead I accidentally discovered an avant-garde way to generate a terrain heightmap https://streamable.com/c2e6zi

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semi-decent bloom for the new (currently strictly worse than the previous) raytracer: https://streamable.com/v5kxzj

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not too much meaningful change in terms of the rendering quality in my pathtracer, but here's another nice picture https://i.imgur.com/NzMNEuS.png

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Cherry dragon, which doesn't really show much progress from last time but hey, it's the holidays https://i.imgur.com/uKIWv9j.png

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Initial BVH sketch for my cpu raytracer is in, triangle normals are busted but that's unrelated, the teapot goes pretty smooth: https://streamable.com/7rbz35

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