Giuseppe "Juice" Modarelli 🏹 Tides of Revival RPG
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gmodarelli.com
Giuseppe "Juice" Modarelli 🏹 Tides of Revival RPG
@gmodarelli.com
Senior Tech Artist. Graphics Programmer on the Open Source RPG Tides of Revival
He/Him
Valencia, Spain
https://gmodarelli.com
I've implemented a GPU-driven debug line renderer for Tides based on this great article by @belgianrenderer.gijskaerts.com www.gijskaerts.com/wordpress/?p.... Now I can debug why my GPU-driven LOD selection doesn't work 😅
October 29, 2025 at 7:29 AM
Tell me you rewrote the renderer multiple times without telling me you rewrote the renderer multiple times!
October 18, 2025 at 12:17 PM
After a couple of months of on-and-off work on Tides of Revival I have completed the implementation of Meshlet-based GPU-driven rendering and cascaded shadow maps. I had to touch every aspect of the renderer to make this possible and I'm happy it's now over :) Onto new rendering features now!
October 18, 2025 at 11:08 AM
September 16, 2025 at 4:22 PM
I've been writing shadow cascades code for 30 minutes straights... Time for a break
June 6, 2025 at 6:49 PM
Damn 😅
May 16, 2025 at 3:02 PM
Questo é il souvenir che ho portato ad un mio amico di ritorno da Stoccolma. Non batte il poster che hai postato tu, ma é comunque un evergreen!
January 7, 2025 at 7:16 PM
Hey Nikita, this is the mesh grid we use for the terrain.
Vertices in the highest LOD are 1-meter apart. We don't have tessellation yet but I hope to add it soon (TM)
December 1, 2024 at 8:08 AM
This helps a lot!
November 10, 2024 at 12:17 PM