Froyok (Léna Piquet)
banner
froyok.fr
Froyok (Léna Piquet)
@froyok.fr
"For those who come after" - Gustave

Aka Lady Bloom. ☀️🇫🇷
Principal Product Manager on Substance 3D Painter. Stay up at night to fiddle with shader stuff.
- https://www.froyok.fr/
- https://mastodon.gamedev.place/@froyok
Past few days have been focused on building a basic particle system, mostly to add smoke in a few places of the demo level to add some life.
I got a simple vertex+frag shader working, driven by the particle logic stored in a texture. I'm already liking the early results. :)
July 11, 2025 at 12:42 PM
I added some tooltip when hovering assets in the window, but most importantly I started adding support to drag and dropping.
First test was with meshes, to be able to drop them into the scene:
May 25, 2025 at 3:10 PM
I moved onto another big task, which took less time than I expected : I finally implemented an asset browser in-engine, to be able to navigate through my project files.

At first I spent some time fiddling with ImGui to add a custom split separator that is resizeable.
May 25, 2025 at 3:04 PM
Then I added a prototype for a new entity type : the rotator !
The goal is to have this entity control another one (here a mesh) to update its rotation.
The moody light + fan was born ! :D
May 25, 2025 at 2:55 PM
Now that I was able to get information on the fly, it was easy to expand it to the selection overlay system and draw an outline when hovering object. That makes selection much easier: less mistakes !
May 25, 2025 at 2:52 PM
Been a while, so where are we with things in Ombre ?

I continued working on the manipulator a bit to handle scale transformation. I stopped there because I didn't want to think about rotation stuff yet. 😅
Also adjusted its style, wanted to make cooler.
May 25, 2025 at 2:44 PM
Manipulator is finally working, I can now move stuff around easily in my scenes. :)
I also refined a bit the color/transparency of the manipulator.
April 22, 2025 at 7:48 PM
Started adding a state machine in the gizmo code, and hooked some events. So now I can select objects around in the scene and it shows the gizmo on it.
Also started animating it, because it's fun. :)
April 21, 2025 at 5:38 PM
Hooking collisions after that was easy, because I could use SDF functions on the CPU too to do ray intersections.
I use a capsule in this case to make the area a bit bigger.
April 20, 2025 at 1:39 PM