another example of Duke-RT with stripped out sector emission hue. a bit subtle, but you can see how the first image is blown out due to the unmotivated color applied to the wall material combined with lava emissiveness. second image has only real physically motivated lighting.
Colored map lighting pass! Previously with Duke-RT, I took the lightLevel engine signal used to tune geometry brightness to simulate shadows, and instead linked it to emissive surface intensity for lights in or near that sector.
Note sharp highlights in before vs after
I'm finally sitting down to strip that out, and ATTEMPTING to automate application of light color to emissive surfaces and manual analytic lights. As I try out various intensities and mess with values, some of it is already looking quite promising!
working on AMD support for Duke-RT over the last week, but i think a recent AMD driver broke my stuff.... that said, i have things MOSTLY working with AMD, except for some smoke paths
btw, i'm testing by SENDING INSTRUMENTED BUILDS to a friend with an AMD GPU (ty @NickArcidy )
TOP TIER GOOP
Ported Claybook's fluid solver to Petafab. Looks awesome :)
24K particles test:
Simulation: 0.13ms
Surface generation: 0.05ms
Drawing: 0.3ms
YouTube link: youtube.com/watch?v=RpXEAMYs…
postmemetic retweeted
Bugün yoğun bakımdaki babaannemi ziyarete gittim. Oradayken Claude Opus 5.5 kullanarak hastabaşı monitörüne Doom portladım. Oyundaki can yüzdesini hastanın nabzına senkronize ettim; can 0’a düşerse nabız da sıfıra düşer. Bu da oyunu daha heyecanlı hale getiriyor.
All you can drink slime buffet available right here with release 0.5.5 for Windows and Linux => github.com/postmemetic/Duke-…
Duke-RT 0.5.5 has emerged dripping wet with an assortment of brand new fluids including:
1. water
2. slime
3. lava
V1 of the fluid work gets my fluid overlay system and basic simulation in. More visual tuning and improvements to come!
Stable topology output that's continuous with global position lets neighboring fluid sectors seamlessly connect, although areas with differing UV animation effects (like rushing water next to a placid surface) will still have an obvious border.

























