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