Working on a brutal retro FPS game with space warping
http://jakubtomsu.github.io
It's a fast-paced retro FPS I've been working on. It's built on a custom game engine with #odinlang
(CD enables the early-z test even when writing depth in the fragment shader, as I do in brick rendering.)
What I concocted:
1/
(CD enables the early-z test even when writing depth in the fragment shader, as I do in brick rendering.)
What I concocted:
1/
Let me know if you post about Odin and want to be included.
bsky.app/starter-pack...
Let me know if you post about Odin and want to be included.
bsky.app/starter-pack...
- added support for (animated) sprites to the renderer
- asset pipeline loads spritesheets and builds atlases + anims
- the non-uniform anim timeline is re-sampled at bake time into an uniform timeline for O(1) frame lookup
- mesh and sprite particles
- finished the asset system refactoring (!!)
- assets are separated into GPU and CPU side
- most assets will only need to get decompressed, no deserialization at all
- fixed copy&paste in the editor
- changed the fog shader
- working on improving the asset tooling
- loading sprites and animated sprites/spritesheets
- rect-packing the sprite rects into whatever many atlases is needed (WIP)
- added support for (animated) sprites to the renderer
- asset pipeline loads spritesheets and builds atlases + anims
- the non-uniform anim timeline is re-sampled at bake time into an uniform timeline for O(1) frame lookup
- mesh and sprite particles
- finished the asset system refactoring (!!)
- assets are separated into GPU and CPU side
- most assets will only need to get decompressed, no deserialization at all
- fixed copy&paste in the editor
- changed the fog shader
- working on improving the asset tooling
- loading sprites and animated sprites/spritesheets
- rect-packing the sprite rects into whatever many atlases is needed (WIP)
- added support for particle collisions
- particles can either bounce, stick or get destroyed on collision
- support for spawning particles with mouse on hit surface in editor
- UI tweaks and other minor changes
- finished the asset system refactoring (!!)
- assets are separated into GPU and CPU side
- most assets will only need to get decompressed, no deserialization at all
- fixed copy&paste in the editor
- changed the fog shader
It seems like a fun and fairly low level way to create cross-rendering-API code.
It seems like a fun and fairly low level way to create cross-rendering-API code.
But it has a bunch of issues - data changes, debugger support, and makes working with libs difficult.
Instead I use a system of "Hot Saves" where I serialize part of the program state and reload it at startup
But it has a bunch of issues - data changes, debugger support, and makes working with libs difficult.
Instead I use a system of "Hot Saves" where I serialize part of the program state and reload it at startup
I'm a mathematician, so my desires are unconventional and my perspective is skewed, but I hope it will be useful at least in some way 😅
I've also added a useful cheatsheet in the end 🥳
lisyarus.github.io/blog/posts/i...
I'm a mathematician, so my desires are unconventional and my perspective is skewed, but I hope it will be useful at least in some way 😅
I've also added a useful cheatsheet in the end 🥳
lisyarus.github.io/blog/posts/i...
- working on improving the asset tooling
- loading sprites and animated sprites/spritesheets
- rect-packing the sprite rects into whatever many atlases is needed (WIP)
- added support for particle collisions
- particles can either bounce, stick or get destroyed on collision
- support for spawning particles with mouse on hit surface in editor
- UI tweaks and other minor changes
- working on improving the asset tooling
- loading sprites and animated sprites/spritesheets
- rect-packing the sprite rects into whatever many atlases is needed (WIP)
It's a fast-paced retro FPS I've been working on. It's built on a custom game engine with #odinlang
It's a fast-paced retro FPS I've been working on. It's built on a custom game engine with #odinlang
- added support for particle collisions
- particles can either bounce, stick or get destroyed on collision
- support for spawning particles with mouse on hit surface in editor
- UI tweaks and other minor changes
- added support for particle collisions
- particles can either bounce, stick or get destroyed on collision
- support for spawning particles with mouse on hit surface in editor
- UI tweaks and other minor changes
I'm considering doing that, or I could just re-post some of the cooler things as a regular post instead
www.wikihow.com/Import-Twitt...
I'm considering doing that, or I could just re-post some of the cooler things as a regular post instead
www.wikihow.com/Import-Twitt...