StratusGFX
bevy
StratusGFX | bevy | |
---|---|---|
12 | 574 | |
618 | 32,745 | |
- | 3.2% | |
8.6 | 9.9 | |
about 1 month ago | about 16 hours ago | |
C++ | Rust | |
Mozilla Public License 2.0 | MIT OR Apache-2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
StratusGFX
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Show HN: Realtime Global Illumination on Older Hardware [video]
Hi everyone,
A few months ago I posted here on HN about my open source 3D rendering engine. Since then I've been working on the new version which implements additional modern graphics techniques while still running on older GTX 10 series hardware.
This includes emission mapping, FXAA+TAA, better mesh LOD generation and selection, but the biggest one was an overhaul of the global illumination system.
The global illumination overhaul was the biggest aspect of the new release. The goal was better visuals than the previous version while maintaining equal performance. I wanted to outline how it works and what I had to do to make it work.
= How It Works =
* Direct lighting: Handled using standard rasterization pipeline with cascaded shadow mapping
* 2nd bounce of light: Approximated by a set of virtual point lights
* 3rd bounce of light: Not directly simulated but shadows are tapered to prevent harsh cutoff. VPLs can also be placed in open spaces to help spread light where it wouldn't be able to go without a true 3rd bounce.
* Adaptive sampling: maximum of 4200 virtual lights per frame are selected. Each pixel computes lighting using between 1 and 10 random samples based on object's distance to camera and whether or not the lighting history was recently discarded for that pixel (recently discarded = temporarily sample more heavily).
* Spatial resampling: each pixel can look at a few of its neighbors each frame. If the neighbor is a good fit it will merge that neighbor's samples into its own to increase the effective sample count.
* Denoise and temporal accumulation: 2 level wavelet denoiser combined with temporal accumulation to get rid of most noise and stabilize the image even when in motion.
= Maintaining Performance =
There are a few key ways that this version is able to both look better yet have the same performance as the previous version on the same hardware.
1) Reuse as much data as possible between frames. This is where the temporal accumulation aspect comes into play.
2) VPLs are updated slowly over many frames to prevent any single frame from halting the system.
3) With thousands of VPLs per frame, they can't all be factored in for each pixel. It's too much work. The approach was to instead sample from the set of VPLs randomly, reuse as much data spatially as possible, denoise the result and temporally accumulate 1 second worth of frames.
I'm very happy with the results! Roughly the same performance as the previous version but better visuals.
GitHub (open sourced under the MPL-2.0 license): https://github.com/KTStephano/StratusGFX
Image Showreel: https://ktstephano.github.io/portfolio
High-Level Tech Breakdown: https://ktstephano.github.io/rendering/stratusgfx/frame_anal...
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Show HN: StratusGFX – new release of my open sourced 3D rendering engine
Today I was able to release version 0.10 of my open sourced 3D rendering engine. It is the result of a few months worth of work.
The previous version was also posted here and received tons of feedback which greatly helped the project! Since then I've been working to add new features and refine existing ones.
GitHub: https://github.com/KTStephano/StratusGFX
Video showreel: https://www.youtube.com/watch?v=dj0wVxwd1ng
The biggest changes for this version include an overhauled global illumination system, FXAA+TAA, and better mesh LOD generation and selection.
- Realtime global illumination implementation progress
- Show HN: Yesterday I open sourced StratusGFX, a realtime 3D rendering engine
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Yesterday I was able to open source StratusGFX, a realtime 3D rendering engine written in C++
It's been closed source for a long time while I worked on it in a very on and off way, but yesterday the repo was made public for the first time under the MPL 2.0 license. Source code can be found here: https://github.com/KTStephano/StratusGFX
- StratusGFX: An open source 3D rendering engine I wrote with C++17 and OpenGL 4.6
bevy
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Voronoi, Manhattan, random
Bevy. A very young engine where you need to write the game entirely in Rust—that was appealing. But fatal flaws overshadowed everything: no editor, the engine brutally enforces the ECS approach, and the game's architecture must literally bend to fit this paradigm. So, you won't migrate to another engine at all—you just throw away all the code and start from scratch.
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Web Game Engines and Libraries
Missing one of the best choices as long as "maturity" isn't on the top of your list: Bevy - https://bevyengine.org/
Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.
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3D and 2D: Testing out my cross-platform graphics engine
I don't see WASM/WebGPU changing anything when it comes to gaming, as an industry, personally. 3d visualizations and interactive websites? Yeah definitely a nice improvement over WebGL 2, if years late.
WebGPU is pretty far behind what AAA games are using even as of 6 years ago. There's extra overhead and security in the WebGPU spec that AAA games do not want. Browsers do not lend themselves to downloading 300gb of assets.
Additionally, indie devs aren't using Steam for the technical capabilities. It's purely about marketshare. Video games are a highly saturated market. The users are all on Steam, getting their recommendations from Steam, and buying games in Steam sales. Hence all the indie developers publish to Steam. I don't see a web browser being appealing as a platform, because there's no way for developers to advertise to users.
That's also only indie games. AAA games use their own launchers, because they don't _need_ the discoverability from being on Steam. So they don't, and avoid the fees. If anything users _want_ the Steam monopoly, because they like the platform, and hate the walled garden launchers from AAA companies.
(I work on high end rendering features for the Bevy game engine https://bevyengine.org, and have extensive experience with WebGPU)
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What Are Const Generics and How Are They Used in Rust?
I was working through an example in the repo for the Bevy game engine recently and came across this code
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WebAssembly Playground
That's possible. I did spend quite a bit of time tinkering with compiler flags, and followed the recommendations.
Some notes I found just now seems to agree with my results, though: https://github.com/bevyengine/bevy/issues/3978#issuecomment-...
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Immediate Mode GUI Programming
I cannot recommend immediate mode GUI programming based on the limitations I've experienced working with egui.
egui does not support putting two widgets in the center of the screen: https://github.com/emilk/egui/issues/3211
It's really easy to get started with immediate mode, it's really easy to bust out some UI, but the second you start trying to involve dynamically resized context and responsive layouts -- abandon all hope. The fact it has to calculate everything in a single pass makes these things hard/impossible.
... that said, I'm still using it for https://ant.care/ (https://github.com/MeoMix/symbiants) because it's the best thing I've found. I'm crossing my fingers that Bevy's UI story (or Kayak https://github.com/StarArawn/kayak_ui) become significantly more fleshed out sooner rather than later. Bevy 0.13 should have lots more in this area though (https://github.com/bevyengine/bevy/discussions/9538)
- A minimal working Rust / SDL2 / WASM browser game
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ECS, Finally
I've also been enjoying building My First Game™ in Bevy using ECS. The community around Bevy really shines, but Flecs (https://github.com/SanderMertens/flecs) is arguably a more mature, open-source ECS implementation. You don't get to write in Rust, though, which makes it less cool in my book :)
I'm not very proud of the code I've written because I've found writing a game to be much more confusing than building websites + backends, but, as the author notes, it certainly feels more elegant than OOP or globals given the context.
I'm building for WASM and Bevy's parallelism isn't supported in that context (yet? https://github.com/bevyengine/bevy/issues/4078), so the performance wins are just so-so. Sharing a thread with UI rendering suuucks.
If anyone wants to browse some code or ask questions, feel free! https://github.com/MeoMix/symbiants
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Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
These days, some game engines have done pretty well at making compute shaders easy to use (such as Bevy [1] -- disclaimer, I contribute to that engine). But telling the scientific/financial/etc. community that they need to run their code inside a game engine to get a decent experience is a hard sell. It's not a great situation compared to how easy it is on NVIDIA's stack.
[1]: https://github.com/bevyengine/bevy/blob/main/examples/shader...
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Trying to write a game with mods loaded at runtime
This is the API you need: https://github.com/bevyengine/bevy/pull/9774
What are some alternatives?
bfg-repo-cleaner - Removes large or troublesome blobs like git-filter-branch does, but faster. And written in Scala
Amethyst - Data-oriented and data-driven game engine written in Rust
git-rocket-filter - Rewrite git branches in a powerful way
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Fyrox - 3D and 2D game engine written in Rust
piston - A modular game engine written in Rust
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
specs - Specs - Parallel ECS
ggez - Rust library to create a Good Game Easily
raylib - A simple and easy-to-use library to enjoy videogames programming
macroquad - Cross-platform game engine in Rust.
gdnative - Rust bindings for Godot 3