#replicube
#replicube
There's a lot left to do. I need to improve my pipeline, and of course be able to compile shaders in runtime so I can iterate faster but.. seeing this triangle render first time in new graphics pipeline will never get old!
There's a lot left to do. I need to improve my pipeline, and of course be able to compile shaders in runtime so I can iterate faster but.. seeing this triangle render first time in new graphics pipeline will never get old!
My setup: write shaders in GLSL then compile to spir-v and then compile to target if other than spir-v. In this case: MSL for Metal.
I'm totally writing a post or guide for this setup someday since it's non trivial! Specially using MacOS.
My setup: write shaders in GLSL then compile to spir-v and then compile to target if other than spir-v. In this case: MSL for Metal.
I'm totally writing a post or guide for this setup someday since it's non trivial! Specially using MacOS.
At the beginning was too bland but then I added some Internal lighting to each face! and that did the trick
At the beginning was too bland but then I added some Internal lighting to each face! and that did the trick
This is a mix of everything I've learned so far:
Signed distance fields, Vertex + Fragment Shader. Post Processing, Lighting, dithering..
Now that vibe is setup, these are next:
- Port engine to SDL3
- Finish my combat system
#gamedev #indiedev #odinlang #glsl
- Hemi + cube face lightning (Basically a SDF circle using UV)
- Sobe edge detection with outline
- updated the dither to a bayerMatrix8x8[64]
- Fake shadows sampling the texture with an offset
#odinlang #glsl #indiedev #gamedev
#odinlang #opengl #glsl #indiedev #gamedev