using odin-lang | c99 | c++
currently working on a dark medieval stealth game
15% launch discount is active for 7 days!
15% launch discount is active for 7 days!
#solodev #indiedev #gamedev #ps1 #psx #customengine
#solodev #indiedev #gamedev #ps1 #psx #customengine
Took a while and now uses a relatively robust Yaw-Pitch-Roll (YXZ) rotation order.
Still not perfect but good enough for now so I can tackle gizmo rotation next.
#indiedev #gamedev #psx #ps1 #customengine
Took a while and now uses a relatively robust Yaw-Pitch-Roll (YXZ) rotation order.
Still not perfect but good enough for now so I can tackle gizmo rotation next.
#indiedev #gamedev #psx #ps1 #customengine
This step might seem trivial, but I was avoiding them for quite some time and kept using eulers angles
For now it only works in ui need to tackle the gizmo next!
Btw the new dagger came in handy as a testing object❤️
This step might seem trivial, but I was avoiding them for quite some time and kept using eulers angles
For now it only works in ui need to tackle the gizmo next!
Btw the new dagger came in handy as a testing object❤️
For lo-fi games performance would not be big of an issue as nowadays we have SIMD and lots of cores.
For lo-fi games performance would not be big of an issue as nowadays we have SIMD and lots of cores.
Also I worked on scaling and rotating entities via gizmo handles. Still pretty basic, but it's slowly getting there.
#indiedev
Also I worked on scaling and rotating entities via gizmo handles. Still pretty basic, but it's slowly getting there.
#indiedev
render each character & object in right place at right size with wrong FOV/camera-distance for uncanny effect
render each character/object to separate offscreen buffer & blit back to introduce Z artifacts
snap character/object to camera-relative angles for fake sprite effect
render each character & object in right place at right size with wrong FOV/camera-distance for uncanny effect
render each character/object to separate offscreen buffer & blit back to introduce Z artifacts
snap character/object to camera-relative angles for fake sprite effect
devs in interviews: this game will wreck you
splash screen: prepare to get rekt, idiot
user reviews: 1/5 ITS HARD!!!
devs in interviews: this game will wreck you
splash screen: prepare to get rekt, idiot
user reviews: 1/5 ITS HARD!!!
It was quite a journey but seems to be the exact sweet spot between complexity and abstraction to deal with-
imo it's ideal for working solo on cross-platform projects while trying to stay relatively sane in that weird landscape of current graphics APIs
It was quite a journey but seems to be the exact sweet spot between complexity and abstraction to deal with-
imo it's ideal for working solo on cross-platform projects while trying to stay relatively sane in that weird landscape of current graphics APIs
But as RenderDoc isn't supported here I was curious to check out Xcode's Metal Profiling tools for the first time today.
A lot to grasp but I really like the matrix vibes of the drawcall visualizer
But as RenderDoc isn't supported here I was curious to check out Xcode's Metal Profiling tools for the first time today.
A lot to grasp but I really like the matrix vibes of the drawcall visualizer
#gamedev #indiedev #customengine
#gamedev #indiedev #customengine