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Joined 2 months ago
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Cake day: June 27th, 2026

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  • Exactly my thoughts.
    I checked the spectral Cycles branch devtalk thread and it seems to be pretty much dead, and this patch looks like the final nail in the coffin.
    I hope the work and effort of the community contributed in any way to this, I believe the branch ended in a point where there were too many issues too hard to deal with.

    Some more good news is that according to someone who knows more than me presumably (u/Eary in the devtalk forum), I quote:

    we can avoid the previous community branch attempt’s complication around E white point and D65 white point CAT adaptation, and we also make the architeture more physically meaningful in a way that the light spectrums can be real known ones with filter, instead of completely arbitrarily uplifted from RGB. […] This is actually quite elegant

    Though they also mention that this implementation has its drawbacks in some specific edge cases and assumptions taken (hardcoded stuff), which would need multiple presets to handle all of them.










  • nemopy@lemmy.zipOPMtoCubyz@lemmy.zipRelease Cubyz 0.3.0
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    1 month ago

    To add to this, IMO the focus in procedural generation in Cubyz brings in that the end game and engine is less focused on mimicking minecraft, so they’ll add ideas that a base minecraft engine couldn’t.
    This also implies that if you’ve already played Minecraft, Cubyz will most likely be a newish experience.

    You could say that mods can implement anything, but the base design influences how mods will be designed and what workarounds they’ll have to take. If the design were perfect, no mod would ever take a single workaround.