A little demo called "Cubism" and my future plans... #1535
Josh015
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Background
So ~10 years ago I made a little graphics demo called "Cubism" to prototype and lay the foundation for a custom game engine. Sadly, the engine never got off the ground since my team's artist decided to use Unity3D. That's how I ended up writing and eventually open-sourcing the Alloy Physical Shader framework.
Today
I've been rewriting the demo as "cubism-demo-rs" using Bevy as its new foundation. So far I've recreated the original scene and moving elements with a new custom material setup that crudely supports up to 256 point lights.
Plans
I'm going to be tinkering with writing an extensible PBR surface shader framework based on the work I did for Alloy. Eventually, I might also tinker with Clustered shading. If it works out I'd be happy to contribute and adapt the results for inclusion in Bevy.
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