Michelle Sleeper
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msleeper.bsky.social
Michelle Sleeper
@msleeper.bsky.social
Maker, artist, educator. Prop/armor building, 3D printing, CNC, fiberglass fabrication. Programmer, game developer. Atlanta, GA
April 30, 2025 at 1:15 AM
April 29, 2025 at 6:54 PM
"don't tread on *M E* "
April 22, 2025 at 5:11 PM
April 3, 2025 at 3:48 AM
Writing networking code sucks, but the game server and lobby system is fully functional (or at least as much as it needs to be at this stage) #gamedev
March 16, 2025 at 5:32 PM
Steam Powered
March 8, 2025 at 4:50 PM
Back on my bullshit #gamedev
March 8, 2025 at 3:09 AM
Not my home but I know my way around
March 2, 2025 at 8:51 PM
And in a dark area. Pretty happy with the results!
March 2, 2025 at 7:22 PM
Had an idea how to make a shader that mimics the original Doom's partial invisibility fuzz effect. Here it is in a bright area
March 2, 2025 at 7:22 PM
January 30, 2025 at 11:33 PM
A bit more progress #7dfps #eduke32 #buildengine
December 9, 2024 at 6:14 PM
Working on something for #7dfps in the BUILD engine #eduke #eduke32 #build #buildengine #7dfps2024
December 7, 2024 at 6:34 PM
Triangulating concave sectors. This is a huge success. Almost ready for total geometry generation, just need to fix "sectors with holes"
December 1, 2024 at 5:01 PM
Making progress parsing Doom WAD format maps. Walls was easy. Sectors... not so much. Enjoy this debug visualization of E1M1
November 30, 2024 at 6:00 PM
Making progress parsing Doom WAD format maps. Walls was easy. Sectors... not so much. Enjoy this debug visualization of E1M1
November 30, 2024 at 5:49 PM
November 26, 2024 at 6:47 PM
Buried some of the updates in another reply thread under here, sorry still trying to figure out bsky. Improved texture and light UV mapping

Also got a few basic Quake family entities working, just enough to lay the groundwork for how importing point and brush entities will work
November 26, 2024 at 3:23 AM
Fixed the texture and lightmap issues. Not exactly something easy to show off in screenshots, but trust me - there was weird issues and they're fixed now

Guess I have to work on gameplay stuff soon
November 24, 2024 at 5:14 AM
Working on debugging texture and lightmap issues, some of the mappings seem to be off for some reason
November 23, 2024 at 9:30 PM
Original screenshot in Q2, compared to running the map in Unity (in full color and "software mode" without colored lights). Light mapping needs work and I know how I want to improve it, but very satisfied with the results at this stage
November 22, 2024 at 1:39 PM
We have lightmaps. I even included a "software rendering mode" which strips out the color data leaving only the brightness. Now I need to write a shader to combine the texture and the lightmap data
November 22, 2024 at 1:38 PM
The UV problem was a mistake I made, I was accounting for the coordinate system change (BSP is Z-up, Unity is Y-up) twice on accident for UVs. A few other minor fixes and textures are now unwrapped correctly

Next is lightmaps and visleaves, not looking forward to either one
November 22, 2024 at 1:38 PM
UVs are definitely scuffed. Wrote something to convert Quake II's WAL texture format to PNGs, so I can load them as Unity materials

Looks like the UVs are too big and randomly misaligned, rotated, or offset improperly

Stopping for today and will reconsider the UV code
November 22, 2024 at 1:37 PM
Working on the texture UV maps, which I assumed would be easy because it stores that data directly, but some faces have distorted UVs for some reason. Probably my fault

Also added a debug display for point entities to make sure they were created right (they weren't, fixed now)
November 22, 2024 at 1:37 PM