Dmitry Stepanov
Dmitry Stepanov
One step further has to be done to add full featured batching, the engine already has batcher, but it does not create a single vertex/index buffer for batch. Every object...
There is dramatical graphical performance difference between Windows/Linux/WASM and macOS. Various macbooks can't handle rg3d properly, there could be almost 10x performance difference and FPS almost never rise up to...
Directional lights still lacks proper shadows support, a relatively easy way to add shadow mapping for them is to implement cascaded shadow maps (CSM) technique.
Instancing is currently turned off because of significant pipeline changes in renderer. There are some difficulties with generic instancing, because SSBO is not supported in OpenGL < 4.1 (which is...
Depth-of-field effects simulates real camera lens properties and it is widely used in cinematics made using game engine. There are plenty info how to implement such effect online and it...
FormattedText does not have an ability to change color of single letters, change their size, etc. I propose to add simple markup support with tags for that. FormattedText then should...
Currently, terrains are ignored in lightmapper, which makes them unlit in baked scenes, but it is easy to fix. Possible solution: 0) Add `lightmap: Option` field for `Layer` in `scene/terrain.rs`,...
Parallax Occlusion Mapping is the simple techique that allows you to convert height maps into details on the mesh's surface.
Virtualization is very important to keep performance at good levels even if there is tons of widgets. Basically what is does is it takes only a small portion of children...
This is relatively easy technique that could significantly improve lighting quality.