Experimental lab 2 for a lightweight graphics engine for the web.
- dependency injection, import or provider?
- clean code robert c martin
- write tests, fix import extension
- clean up webgpu, do recap
- make small lightweight engine/renderer
- make planets (chunk system)
- entity graph
- astroneer look
- cloth simulation
- scattering system 100% gpu
- object container streaming
- gpu folliage
- ghost of tsushima techniques (https://www.youtube.com/results?search_query=ghost+of+tsushima+gdc)
- gpu grass
- screen space gpu particles
- volumetric clouds
- screen space shadows (https://panoskarabelas.com/posts/screen_space_shadows/)
- astroid cluster, ring, render haze around ring
- look at star citizen, ghost of tsushima and space repo for features
- webgpu offscreen canvas
- worker multi threading
- compute shader
- deferred shading
- gpu quadtree, quadtree compute shader
- grass shading phong & color along blade, curved normals?
- grass turn around randomly with tilt towards camera
- grass animate with wind field, random grass scale,
- grass perlin distribution with clumps, look for other basics then, optimization
- gpu floating origin https://godotengine.org/article/emulating-double-precision-gpu-render-large-worlds/
- drawindircet https://developer.mozilla.org/en-US/docs/Web/API/GPURenderPassEncoder/drawIndirect
- gpu frustum culling
- gpu timing
- https://math.hws.edu/graphicsbook/c9/s2.html
- indexed drawing
- bézier curve and smooth normals generated in vertex
//miniature 3d stylized witcher like rpg procedural prototype //depth of field, advanced lighting (deferred?, global illumination) //fog, procedural terrain, procedural folliage vegetation grass //monsters, main character, loot, witcher like //webgpu, prototype, low poyl? flat smooth or toon shading? normals? //procedural towns buildings //inspiration
//frustum cull compute //just basic flat terrain, color it //spawn vetegetation