using odin-lang | c99 | c++
currently working on a dark medieval stealth game
There are still issues with too many stacked bodies pushing each other through the ground but that's a rather unrealistic scenario in terms of gameplay.
Overall I'm really happy with Jolt already ❤️
#indiedev #gamedev
But all in all I really enjoyed the jolt integration so far - it worked almost flawless for both macOS and windows platforms.
But all in all I really enjoyed the jolt integration so far - it worked almost flawless for both macOS and windows platforms.
#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❤️
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
#gamedev #indiedev #customengine
#gamedev #indiedev #customengine
I just split up rendering the point lights shadow maps over multiple frames which results in better performance but now I have to deal with self-shadowing of moving objects.
#indiedev #gamedev
I just split up rendering the point lights shadow maps over multiple frames which results in better performance but now I have to deal with self-shadowing of moving objects.
#indiedev #gamedev
Here's a camera view frustum with AABB culling in action:
Here's a camera view frustum with AABB culling in action:
Today, I added point lights with Blinn-Phong shading and limited the number of active light sources based on distance.
For demonstration purposes, I configured a maximum of two active light sources in this vid 🚥🚥🚥
Today, I added point lights with Blinn-Phong shading and limited the number of active light sources based on distance.
For demonstration purposes, I configured a maximum of two active light sources in this vid 🚥🚥🚥
This time I approached the gizmo with an even simpler solution that does not rely on plane raycasts but simply projects the screen space mouse input on the gizmo direction.
It's a nice starting point but I'll probably get back to plane raycasts later on..
This time I approached the gizmo with an even simpler solution that does not rely on plane raycasts but simply projects the screen space mouse input on the gizmo direction.
It's a nice starting point but I'll probably get back to plane raycasts later on..