Poire
professeurpoire.bsky.social
Poire
@professeurpoire.bsky.social
Hi everyone!

I added (basic) Text Rendering to my engine. I can now load fonts, add a TextInstance components to nodes and voila!

I also added a widget to play the game in the editor!

#gamedev #rust #wgpu
August 12, 2025 at 2:58 PM
Little progress report on my rust game engine.

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
August 9, 2025 at 12:02 AM
All right so today I worked on my editor again.

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
August 2, 2025 at 4:56 PM
All right so I'm a bit slow lately, but the game editor is starting to come together!

Using egui I finally manage to make a sort of treeview with drag and drop support.

#wgpu #rust #egui #gamedev
July 31, 2025 at 9:06 PM
Hi everyone.

I apologize if the updates are slow, but my brain just doesn't work during heatwaves and also I've decided to switch to a full rust stack.

I moved from Vulkan/SDL/Imgui to WGPU, Winit and Egui.

As you can see it's going well

#rust #wgpu #gamedev
July 6, 2025 at 3:47 PM
I'm back after playing way too much zomboid lately.

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
June 16, 2025 at 8:32 PM
I procrastinated this for almost a month but I finally added a skybox to the game.

Which means I now know how to use cubemaps in Vulkan, which should pave the way for point shadows and IBL.

#gamedev #vulkan #rust
June 6, 2025 at 7:28 PM
I spent some time working on the character controller.

It's only basic behaviors for now. Gamepad support, moving with some slight inertia, jumping (variable height, projectile motion formula, double jump (that I need to update), camera behavior etc

#vulkan #gamedev #rust
June 4, 2025 at 11:54 PM
After some refactoring, I can now load multiple gltf files into my engine.

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
May 31, 2025 at 11:00 AM
Yesterday I managed to display 1 animation, but It could only display the gltf scene and nothing more.

After some refactoring, I can now clone the fox object from the gltf scene!

#gamedev #vulkan #rust #gameengine
May 29, 2025 at 10:20 PM
Ok so, I put the ECS stuff on standby and I'm back on more concrete things.

And today I managed to implement 3D animations in my engine.

#gamedev #rust #vulkan
May 28, 2025 at 10:02 PM
So ... where to start.

- 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
May 14, 2025 at 5:59 PM
I know I said I wanted to move on from the shadow maps, but looks like I lied.

I refactored a lot of code so I can handle more than one and I made a system to manage custom render pass with render targets. Still some work left in the shaders though.

#gamedev #rust #vulkan
May 11, 2025 at 6:58 PM
Finally finished a first implementation of shadowmapping.

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
May 8, 2025 at 8:56 PM
Still trying to make a game from scratch because I like to suffer, so here's my RTS slowly taking shape. With some selection rectangle to select and move units, and a the ability to "build" things according to a grid.

Still very early but hey it's progress.

#gamedev #rust #vulkan
May 7, 2025 at 10:24 PM
Small update:

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
March 11, 2025 at 11:55 AM
Making a Vulkan rendering from scratch is draining a lot of my sanity, but at last some progress.

I finally managed to get through the tutorial and here's a little quad with a magma corgi ... Because it's Vulkan, the god of Volcano ... I'm sorry...

#gamedev #rust #Vulkan
January 28, 2025 at 11:30 PM