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7h 27m 30s logged

Spent a huge amount of time refactoring my entire fragment shader pipeline, splitting it into more than two render passes.

Before, there was one pass to update data, and one to render the data. Now there are six:
Player input -> Update Map -> Update Player -> Collect Raycast Data -> Render Map -> Update Global Data

All these passes share one 512x512 persistent render target to store/load data, which gives me about one megabyte of “ram” given that each pixel stores 32 bits. This should be more than enough for what I need. Currently, I don’t even use half of it, with the largest chunk storing the 256x256 game level that can now be affected by the player.

As an added bonus to this new render target storage method, I now store the coordinates of where each camera raycast hits, so I can map textures to the walls. I think I’ll work on a system to do this next.

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