Spent pretty much all day trying to optimise the rendering and get rid of the hitches when moving around the world. 😂
Ended up changing how vegetation is streamed, reusing GPU resources, reducing shader compilation and even patching parts of Three.js to cut down unnecessary allocations.
Also changed how the world is generated, with proper watersheds, rivers and more natural forests.
Still getting some frame spikes, so not quite there yet haha.
All running in the browser using WebGPU.
github.com/SamG-Coder/BakedV…
Replying to @josephofiowa
Literally just screenshotted.
Using the Web Chat?
What more do you want
KCD1 -> KCD2
Decided to take a ride around Rattay at night. 😄
Actually, quite nice just riding through the empty streets with the torches lighting everything up haha.
Been working on this. 16km² in the browser: Three.js/WebGPU, voxel baking, cached HLOD, paged GPU uploads + stale-job cancellation.
Live day/night walk. Still sorting streaming hitches.
Try it: samg-coder.github.io/BakedVo…
Code: github.com/SamG-Coder/BakedV…
Been working on getting the original KCD1 clothing working correctly in KCD2.
Turns out it's a lot more complicated than just converting the meshes lol.
Had to deal with different skeletons, body shapes, morphs, clothing layers, materials and LODs. Also had to fix the skin showing through clothing and preserve the original equipment.
Built a clothing simulator to test the conversions without having to load KCD2 every time.
61 NPC appearances rebuilt so far. Still a few issues to fix haha.



