| ▲ | Multicomp 8 hours ago | |
i have been vibing out a godot game which is a 3d voxel map thing lately. i had it on software webgl compatibility output and just demanded it figure out what the slowdown was on the simulation over 3 days of back and forth. it turned off backfaces and invisible geomeetry and locked render resolution at 1080p and built in diagnostic telemetry and chopped up the level where doors separate rooms until now, still with no hw acceleration, the framerate is in 60fps with some frame drops, it started at 12 fps. brute forcing performance optimization for a personal project by having only handwavy tricks ive read about from online and repeatedly setting targets until the magic box gives me what i know it can do means that eventually the game did what i wanted with those. yes baked lighting was needed. next, i an going to aim for 60fps on a windos xp box just for the challenge. we had quake and such run blisteringly fast on weaker boxes than those, surely my empty museum tour of a 3d game can do the same with the graphical voxel and crappy looking models it does now. real pro grade work is beyond vibing out and not caring about poor quality. but it scratched my itch and gave me the computer software i wanted and with way less effort than doing it for realz would require. i love programming itself on its own time (going to learn nasm and someday do a hexagonal architecture with actor model in idris just to add up my nerd trophies together) at times, but using llms lets me do my random hairbrained ideas much more easily for what i put into it than not existing in the past. | ||