Crigz
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crigz.bsky.social
Crigz
@crigz.bsky.social
Professional Software developer.
Amateur game developer.

Working on various projects I find fun, might actually release something someday, who knows!

Check out my YouTube channel! https://www.youtube.com/@crigz
Few things I love:
* Super simple to learn
* Really easy C interop
* Error handling
* Comp time
* Build system

I really like Rust, but Zig felt as safe as I needed while still giving me full control of memory allocation. I look forward to trying some bigger projects in Zig.
December 1, 2024 at 2:16 PM
Loving the art style mate!
November 26, 2024 at 8:56 AM
Nice problem to have! The vibes on this platform are phenomenal, glad you're suffering from success.
November 20, 2024 at 10:18 PM
I think this is the likely only solution with Godot currently. I'll look into it, cheers mate.
November 19, 2024 at 9:56 PM
Yeah that's essentially how it works.
November 19, 2024 at 2:47 PM
Smaller blocks help performance, but they create glaring seams between meshes when vertices don't fully align. The pixel shader does a really good job of highlighting them too 😅
November 19, 2024 at 2:24 PM
🤣 thanks for the idea mate, I'll give it a shot.
November 19, 2024 at 10:38 AM
Thanks for replying! The deformation is already being handled in a vertex shader, the issue is that the mesh has a lot of wasted vertices until the plow actually deforms them. I need some way to either reduce unplowed verticies, or only render the full vertices around the player.
November 19, 2024 at 9:29 AM
That's awesome! Hope you like the vid.
January 9, 2024 at 12:37 PM
Looks pretty cool on primitive shapes too!
January 8, 2024 at 2:58 PM