Mega-buffer architecture replacing per-chunk GPU buffers: - Single StructuredBuffer<PackedQuad> for all chunks (2M quads, 16 MB) - StructuredBuffer<GPUChunkInfo> with per-chunk metadata (position, quad offsets, face groups) - VS reads chunk info via push constants (b999) for driver-safe chunk indexing - CPU frustum culling with wi::primitive::Frustum + AABB per chunk - Quads sorted by face direction in greedy mesher (faceOffsets/faceCounts) - GPU frustum + backface cull compute shader (voxelCullCS.hlsl) - GPU binary mesher compute shader baseline (voxelMeshCS.hlsl) - Indirect draw buffers and timestamp query infrastructure - README with build instructions and project architecture
31 lines
342 B
Text
31 lines
342 B
Text
# Build output
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build/
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out/
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cmake-build-*/
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# Compiled shaders (regenerated at runtime by DXC)
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shaders/hlsl6/
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shaders/spirv/
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# Wicked Engine submodule (cloned separately)
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engine/
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# IDE
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.vs/
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.vscode/
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*.suo
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*.user
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*.sln.docstates
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# Crash dumps & logs
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*.dmp
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bvle_crash.log
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log.txt
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# OS
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Thumbs.db
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Desktop.ini
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.DS_Store
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# Claude Code
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.claude/
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