I just find procedural stuff and terrain generation really interesting. When I saw there was a game jam about it I just went for it. I also really enjoy the math and algorithms behind it.
Recreated my game jam entry in C using @flohofwoe.bsky.social's awesome Sokol graphics library. It was a great learning experience! Implemented camera movement and various tweaks using imgui. Lighting based on @simondev.bsky.social's GLSL course. Link: github.com/yhutter/soko...
Managed to submit my very first Game Jam Entry ever. It was for @acerola.gg Dirt Jam. The topic was procedural terrain generation. Done in ThreeJs with TSL and WebGPU. GitHub Repo can be found here: github.com/yhutter/thre...
Having fun with some procedural terrain generation using noise functions and toon shading. Could not have done this without the awesome courses of @simondev.bsky.social and @bruno-simon.bsky.social. It's still rough around the edges but I am slowly getting there. TSL is quite fun to use.
I have been enjoying your GLSL and GameDev course in ThreeJS very much lately, awesome work! If you do not mind me asking, is there a chance that Quadtree will be covered?
Between heatwaves and summer camps, getting back to adding to the gamedev course heh. Shot from an upcoming section explaining spatial hash grids, and other acceleration structures.
What an amazing year this has been! What started as a simple Zelda demo, has evolved throughout the year into an incredible project with over 16K followers and 6K wishlists on Steam! I really appreciate that so many people find this project interesting 🥳
NEW GM Shaders: Signed Distance Fields mini.gmshaders.com/p/sdf You may have heard of SDFs, but this is an introduction to actually using them in computer graphics!