physum.neocities.org/blog/blog003
physum.neocities.org/blog/blog003
physum.neocities.org/blog/blog002
physum.neocities.org/blog/blog002
Back working on GUIs, now with window support.
Back working on GUIs, now with window support.
- Got collision between soft bodies and rigid bodies working;
- I'm now allocating object arrays on startup instead of using static allocation, saving me lots (>80%) of compile time and executable size;
- More (not so) fun rewrites and code cleanup.
- Got collision between soft bodies and rigid bodies working;
- I'm now allocating object arrays on startup instead of using static allocation, saving me lots (>80%) of compile time and executable size;
- More (not so) fun rewrites and code cleanup.
This choice/request doesn't encourage me to turn on history, i just don't visit YouTube anymore.
Yeah, the extra click to subscriptions is more work than it's worth... Yes I am lazy but...
This choice/request doesn't encourage me to turn on history, i just don't visit YouTube anymore.
Yeah, the extra click to subscriptions is more work than it's worth... Yes I am lazy but...
These are gonna be used in Fish for boxes and other objects.
These are gonna be used in Fish for boxes and other objects.
Grab it now!
crypticsea.itch.io/pontifex-zero
Grab it now!
crypticsea.itch.io/pontifex-zero
- I've been focusing on implementing (and learning more about) collision algorithms and contact manifold generation.
- The first build of "Fish" has been released on Game Jolt: gamejolt.com/games/fish/853384 !
- I've been focusing on implementing (and learning more about) collision algorithms and contact manifold generation.
- The first build of "Fish" has been released on Game Jolt: gamejolt.com/games/fish/853384 !
- Implemented audio engine using miniaudio;
- Softbody-softbody collisions;
- Lots of other cool stuff.
- Implemented audio engine using miniaudio;
- Softbody-softbody collisions;
- Lots of other cool stuff.
- 2D softbodies;
- 2D particle-bond physics engine;
- Line intersection functions.
- 2D softbodies;
- 2D particle-bond physics engine;
- Line intersection functions.
- Got a prototype "framework" working to make testing new stuff easier;
- Added more useful GUI widgets;
- Intro screen;
- Multiple fixes related to Linux and GCC.
- Got a prototype "framework" working to make testing new stuff easier;
- Added more useful GUI widgets;
- Intro screen;
- Multiple fixes related to Linux and GCC.
- Added game controller support for my toolkit, it converts game controller data to mouse data when the mouse isn't locked, so I don't need to change or add any GUI code;
- Viewport is now locked to the game's aspect ratio;
- I got a website now at physum.com!
- Added game controller support for my toolkit, it converts game controller data to mouse data when the mouse isn't locked, so I don't need to change or add any GUI code;
- Viewport is now locked to the game's aspect ratio;
- I got a website now at physum.com!
Some cool stuff I did today:
- 1D Perlin noise;
- 2D Perlin noise;
- An LCG "white noise" generator that works behind all that;
- Some other useful GUI widgets like arrows and graphs.
All of the "widgets" are from my toolkit's immediate GUI module.
Some cool stuff I did today:
- 1D Perlin noise;
- 2D Perlin noise;
- An LCG "white noise" generator that works behind all that;
- Some other useful GUI widgets like arrows and graphs.
All of the "widgets" are from my toolkit's immediate GUI module.
Three cool things:
- It receives an UTF-8 string;
- It selects the font automatically for each character, you can set a preferred one;
- It receives a 16-bit RGB hex for coloring: 0xF00 would be red. No more (1.0, 1.0, 1.0)!
Three cool things:
- It receives an UTF-8 string;
- It selects the font automatically for each character, you can set a preferred one;
- It receives a 16-bit RGB hex for coloring: 0xF00 would be red. No more (1.0, 1.0, 1.0)!