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.
These are gonna be used in Fish for boxes and other objects.
These are gonna be used in Fish for boxes and other objects.
- 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)!