Quest Log 2: Exploring Simulation
I’ve created a new section on the site for simulation related information. I’ll be moving a lot of the research text from my personal notes and my Simulation repository. This will be a continuation of my endevour to create realistic rendering and simulation for solar-system level activities, in the vein of a more realistic Kerbal Space Program. I’ve made some atmosphere shaders, terrain tesselators, and other rendering programs before, but I’m more interested now in developing a good interface subsystem (with focus on extension/replacement/modding) for interaction between the rendering, simulation, and networking infrastructures needed for a good simulator. I’ll be continuing my research into / development of a projective-grid based approach for rendering to (hopefully) for the rendering side of things, while learning FLEX for integration of physics simulation. I’m quite interested to see what the process looks like for the new asynchronous APIs for GPUs (e.g. DX12) and how a rendering subsystem can work cooperatively (sharing resources) with the physics system.