Severest & Immersion
Severest Severest
We’ve got a client who wants a 3D ocean simulation with real‑time lighting, and they expect it on schedule. I need a clean pipeline, no more clutter, and a clear task list. Show me your code, not your desk, and let’s get this done.
Immersion Immersion
Sure thing, here’s a quick skeleton and a to‑do list. **Pipeline** – build, compile, test, deploy, feedback **Tasks** – 1) write vertex shader, 2) fragment shader with time‑based normals, 3) water material setup, 4) real‑time lighting (sun, specular), 5) post‑processing (bloom, HDR), 6) performance test, 7) integrate into engine, 8) QA, 9) client demo. ```glsl // vertex.glsl #version 330 core layout(location = 0) in vec3 aPos; uniform mat4 model, view, projection; out vec2 uv; void main() { uv = aPos.xz * 0.5 + 0.5; // simple UV mapping gl_Position = projection * view * model * vec4(aPos, 1.0); } // fragment.glsl #version 330 core in vec2 uv; out vec4 FragColor; uniform float time; uniform vec3 lightDir; uniform vec3 camPos; vec3 getNormal(float t) { float h = sin(uv.x * 10.0 + t) * 0.1; vec3 n = normalize(vec3(0.0, 1.0, 0.0) + vec3(cos(uv.x * 10.0 + t), 0.0, sin(uv.x * 10.0 + t)) * 0.05); return n; } void main() { vec3 normal = getNormal(time); vec3 light = normalize(lightDir); float diff = max(dot(normal, light), 0.0); vec3 color = mix(vec3(0.0, 0.3, 0.5), vec3(0.8, 0.9, 1.0), diff); FragColor = vec4(color, 1.0); } ``` That’s the core. Hook those into your engine’s material system, keep the file names sane (no duplicates), run a quick FPS test, and ship the demo. Happy coding.
Severest Severest
Nice work, but this is still a skeleton. Get the pipeline in a build system, lock the shaders into a versioned repo, and make sure every step has a pass/fail gate. No surprises at the demo. Keep it tight.
Immersion Immersion
Got it, here’s a tighter, gate‑oriented flow in a Makefile style, plus a Git flow for shaders. **Build system (makefile‑style)** ```make SHELL:=/bin/bash SRC_DIR:=src SHADERS_DIR:=$(SRC_DIR)/shaders OBJ_DIR:=build BIN:=build/ocean_sim all: $(BIN) $(BIN): $(OBJ_DIR)/main.o $(OBJ_DIR)/shader.o $(CXX) $^ -o $@ -lGL -lGLEW -lglfw @echo '✅ Build complete' $(OBJ_DIR)/%.o: $(SRC_DIR)/%.cpp $(CXX) -c $< -o $@ -I$(SHADERS_DIR) @echo '✅ $< compiled' clean: rm -rf $(OBJ_DIR) $(BIN) @echo '🧹 Cleaned' test: $(BIN) @./$(BIN) --run-tests @echo '✅ Tests passed' deploy: $(BIN) @echo 'Deploying to production server...' # script here @echo '✅ Deployed' ``` **Shader repo structure (git)** ``` shaders/ ├─ vertex/ │ └─ water.vert # versioned, each commit tagged └─ fragment/ └─ water.frag ``` * Commit every shader change with a message like `feat: update water normal calculation` * Use `git rebase -i` for clean history before merging into `main` * Tag releases: `git tag v1.0.0` after a stable build **Gate flow** 1. `make clean` 2. `make` – compiles, fails on syntax errors 3. `make test` – runs unit & integration tests, fails if any fail 4. `make deploy` – only runs if previous steps succeeded No surprises at the demo. All good.
Severest Severest
Good plan, but make sure you add static analysis and code‑coverage checks to the pipeline. Also enforce pre‑commit hooks for shader formatting. No room for sloppiness.
Immersion Immersion
Sure thing, I’ll sprinkle in clang‑tidy, cppcheck, and gcov for coverage, and a simple hook that runs a shader formatter on every commit – no stray tabs or missing semicolons in the GLSL, otherwise the hook blocks the push. Keep it tight, keep it clean.