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Vide-coded 64k demo system
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Author
3 days
feat(3d): Implement tight ray bounds for SDF raymarching
skal
3 days
fix(3d): Tighten torus proxy hull and ensure floor grid visibility
skal
3 days
fix(3d): Restore visible grid texture on floor plane
skal
3 days
fix(3d): Tighten torus bounding box and restore object textures
skal
3 days
fix(3d): Correct debug box transforms and restore object textures
skal
3 days
fix(3d): Unify all objects to SDF path for consistent shadows
skal
3 days
fix(3d): Unify SDF path for all objects and stabilize shadows
skal
3 days
fix(3d): Restore and enhance 3D shadows
skal
3 days
fix(3d): Revert to working N-1 shadow configuration
skal
3 days
fix(3d): Resolve missing shadows on floor plane
skal
3 days
fix(gpu): Resolve high-DPI squished rendering and 3D shadow bugs
skal
3 days
fix(shader): Correct WGSL loop syntax in calc_shadow
skal
3 days
test(3d): Add procedural grid to floor and enable texturing
skal
3 days
fix(3d): Fix shader syntax error and duplicate declaration
skal
3 days
fix(3d): Resolve shader validation error and tune shadows
skal
3 days
feat(3d): Implement unified shadow system with non-uniform scale support
skal
3 days
feat(3d): Support non-uniform scale and shadows on rasterized objects
skal
3 days
feat(3d): Unify shadow calculations in shader
skal
3 days
feat(3d): Implement scene query shadows (POC)
skal
3 days
feat(3d): Add scaffolding for visual debugging (Task #18a)
skal
4 days
feat(gpu/assets): Fix tests, integrate bumpy 3D renderer and procedural assets
skal
4 days
feat(gpu): Integrate bumpy 3D renderer into main demo
skal
4 days
feat(assets): Implement robust procedural asset generation pipeline
skal
4 days
feat: Add seamless bump mapping with procedural noise
skal
4 days
feat: Implement hybrid rendering with SDF primitives
skal
4 days
feat: Implement 3D system and procedural texture manager
skal