Try
Try
> I can move mouse cursor around but in-game camera doesn't react to it at all. This is intentional. Windowed mode is designed for debugging. Basically I need a reproducible...
Added an engine ticket to implement `setWindowTitle` https://github.com/Try/Tempest/issues/40
Audio is now fully functional with newer OpenAL - tested on MacM1. All other mandatory features(game/basic graphics) are also on board.
From https://github.com/Try/OpenGothic/pull/575: Game had some issues with npc-origin point and it interaction with collision. Probably it's time to get rid of `translateY` and related hacks and make OpenGothic more like...
Mesh stage is update to EXT:  Since neither NVidia, neither Intel support compute-to-graphics overlap in same command buffer new take on runtime is: 1. Mesh-compute populates desc-buffer, index-length, scratch...
Hm, task shader appear to be way bigger problem that I expected. In straight indirect-based workflow one `dispatchMeshTask` can emit up to `gl_NumWorkGroups` followup mesh grids. That mean `gl_NumWorkGroups` of...
Task + Mesh. all emulated via gpu-compute, Intel UHD:  * Task for GBuffer takes lot of time. Probably due to FE pressure (on NVidia it is FE-pressure, with 2k...
Recent test on Intel, with time-stamp based profiler. | | Task | Task-lut | Mesh | Mesh-sort | Draw | |--------------|------|----------|------|-----------|------| | HiZ occluder | 0.03 | 0.03 | 0.33...
Hi, @Abendlied ! In opengothic projectiles, such as arrows/bolts/fire-balls do not track ownership and do damage regardless. In theory your arrow may bounce back at your character and also do...
@Abendlied I've added friendly fire between 2 npc's with friendly altitude. And also fixed a bug with ray-test logic. It was any-hit by mistake instead of closest hit.