Thanks, glad y'all like the non-game updates too! C:
Working on cascaded shadow maps now, i.e. using lower resolution shadows further away from the camera.


More extreme difference to show it clearly:


Currently actually makes performance
worse because now I render the whole scene and at the same level of detail three times instead of one, so the next step is to actually not render more than necessary and to have some lower-detail versions of things when they're far away (the trees especially, my graphics card really doesn't like those).
Also poked at the shader again a little bit, so here's a screenshot I'm happy with:

Adding gamefication elements to debugging tools
At least if I get work done on the game I'll get to play the game!

It is admirable how much work you put into improving tools to make your own job easier. I feel like I really should follow your example more.
To be fair Unreal comes with a lot of stuff out of the box!
This is great! Whenever I've done 3D rendering stuff in the past the render pipeline has always been a big hardcoded mess that's hard to keep track of, so seeing it laid out like this is lovely.
Hasn't always been this neat but I overhauled it fairly recently! c:
I'm curious what details you show for each buffer in the UI when you expand it? Do you have a display of the contents of the buffer?
Yeah! Here are some examples:
