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 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