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Walkthrough renders (every engine version)

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@JustGoscha JustGoscha released this 12 Jul 21:13

The same scripted 98 s walk (living room → corridor → great hall → outside → entrance → club), re-rendered as the engine grew. Top-down schematic video + binaural audio — headphones on.

Versioned milestones (newest first):

  • v12 – huygens-doorways: apertures re-radiate as Huygens sources (fixes the distant-motor-in-the-room pile-up), doorway wet pays Lambert obliquity — walking past an open door now has a real on-axis peak.
  • v11 – mesh-dome-cathedral: ambient dome (rays against the real scene mesh), mesh-emergent occlusion (knife-edge bends around arbitrary geometry), cathedral + bunker.
  • v10 – club-transmission: mass-law wall transmission — the club reads as oomp-oomp from the street.
  • v8 – point-hrtf: strongest paths get per-path nearest-HRIR convolution.
  • v7 – hrtf-binaural: measured KEMAR HRIR binaural decode.
  • v6/v5 – coupled reverb: coupled rooms carry their own reverb through doorways.
  • two-sources / voice / music: the earliest renders.

cmp-01 … cmp-10: the same walk rendered at ten consecutive commits (short-lived regression-comparison series; the suffix is the commit sha).

The preview GIF is a silent excerpt of v12 — the videos have the audio, which is the point.