bvle-voxels/.gitignore
Samuel Bouchet 5f346bb14a Phase 2: GPU-driven voxel rendering pipeline
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
2026-03-25 14:24:05 +01:00

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# Build output
build/
out/
cmake-build-*/
# Compiled shaders (regenerated at runtime by DXC)
shaders/hlsl6/
shaders/spirv/
# Wicked Engine submodule (cloned separately)
engine/
# IDE
.vs/
.vscode/
*.suo
*.user
*.sln.docstates
# Crash dumps & logs
*.dmp
bvle_crash.log
log.txt
# OS
Thumbs.db
Desktop.ini
.DS_Store
# Claude Code
.claude/