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# yawn
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yet another webgl ngine
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## accepted plans
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- most of the logic in service workers
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- as declarative as possible
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- no backwards compatibility until v1.0
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- as much geometric algebra as reasonable
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-
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## planned milestone
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- share canvas b/w sw
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- render triangle
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##
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-
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## Goal: All the good algorithms
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What algorithms are we planning to have,
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- gpu picking?
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- HZB occlusion + frustum/portal culling?
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- deferred + forward lighting?
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- good auto lod (how?)
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- auto billboarding?
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- selective raytracing? (maybe to bake static lighting on init?)
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- Global Illumination? (how?)
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- postprocesses?
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- physics?
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- simulations? (fluid, cloth, rigid body)
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- g-splats?
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- volumetrics? (openvdb?)
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- edge detection?
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- SDFs?
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## are we gon use ogl or start from scratch?
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