Bryan Edds
Bryan Edds
For the metadata pipeline, I might allow users to specify a .meta file for each asset like Unity, but unlike Unity, .meta files are completely optional. The user-defined .meta files...
I have so far only found one seemingly usable Physx wrapper, but it seems questionable as to how cross-platform it will be - https://github.com/stilldesign/PhysX.Net/blob/master/PhysX.Net/PhysX.Net/Source/StdAfx.h#L25-L26
Bullet physics used instead of Physx.
We should consider shadow caching as an optimization feature.
We could also consider giving lights contact shadows if VSM makes things look too floaty.
Should we just fork TiledSharp and fix this behavior ourselves? Nu users will quite possibly encounter this themselves and not know (nor care) it's a TiledSharp issue.
Or alternately, don't support absolute positioning for 3D rendering.
For now, we could put an assert on the size of them to notify the user of performance degradation if it ever hits a potentially problematic load.
Assert added as Log.warnOnce.
Investigation task breakdown (the tasks involved in investigation) - 1) Find an existing vulkan renderer with similar rendering techniques as Nu's (deferred, physically-based) that hopefully is small and clean enough...