I can now serialize/deserialize the scene, add and edit the camera directly in the editor and see a volume representing the camera + bug fixes.
I feel I'm getting close to a point where I can use this to make my game prototypes!
#gamedev #rust #wgpu
I can now create materials, add a components to node (Like the mesh renderer).
The inspector show the properties of the mesh renderer. It can then be assigned a mesh, and I can select the texture to use for the albedo
#gamdev #indiedev #rust #wgpu
So here's what I've been working on : FPS controls, better collisions (I'm using the correct controller for the character now), added imgui and I started working on an in game editor to update and save the scene.
#gamedev #rust #vulkan
I feel I reached a point where I can finally start working on game prototypes with my own monstruositechy.
In the video, everything I worked on recently: 2 gltf scene, shadows, 3D skinned mesh.
#gamedev #rust #vulkan
After some refactoring, I can now clone the fox object from the gltf scene!
#gamedev #vulkan #rust #gameengine
After some refactoring, I can now clone the fox object from the gltf scene!
#gamedev #vulkan #rust #gameengine
I'm also starting to get more ok with what I came up with.
I'm acknowledging that I can't be trusted with generic code, so I just removed most of it.
I'm not too far off your friend's ECS, but mine is probable even worst xd
I'm also starting to get more ok with what I came up with.
I'm acknowledging that I can't be trusted with generic code, so I just removed most of it.
I'm not too far off your friend's ECS, but mine is probable even worst xd
I was SO not ready to mess with lifetimes, borrows, traits, bounds, dynamic dispatch, splitting borrows etc.
Ended up with lots of unsafe and pointers.
Any tips from fellow rustaceans because I'm considering C++ again T_T
#rust #gamedev
- I finished directional shadowmaps. I can now have up to 32 lights that cast shadows.
- Fixed issues with textures format and transparency
- Added agx tonemapping
- Selection system completed
- Control groups + selection indicator
#gamedev #indiedev #rust #vulkan
It's ugly, buggy and I bruteforced it into the engine with 0 care in the world, but it's a start.
I'll take a small break from shadows though, I want to focus a bit more on gameplay for the next days.
#gamedev #rust #vulkan
Still very early but hey it's progress.
#gamedev #rust #vulkan
Added wasd controls to move around, eq keys to rotate. All smoothed by acceleration and inertia.
Icosahedron represents characters. 1 and 2 keys moves the camera to their position, and mouse wheel to zoom in and out, all smoothed by quad easing.
#gamedev #rust #vulkan