Previous: Codemasters
Current: Criterion
I've been using it as a sandbox for trying new things for a couple of years now, so I'll be pulling interesting bits out of the version history to share here as a sort of dev log.
I've been using it as a sandbox for trying new things for a couple of years now, so I'll be pulling interesting bits out of the version history to share here as a sort of dev log.
I'm an Audio Software Engineer working at Criterion. Previously worked at Codemasters
I've worked on some cool car games like Dirt 5, WRC '24 and Need for Speed: Unbound
Currently working on Battlefield!
#gamedev #gameaudio
I'm an Audio Software Engineer working at Criterion. Previously worked at Codemasters
I've worked on some cool car games like Dirt 5, WRC '24 and Need for Speed: Unbound
Currently working on Battlefield!
#gamedev #gameaudio
Credit to an awesome stack exchange answer: stackoverflow.com/questions/26...
Having dedicated threads, and job threads is essential in a project like this
Credit to an awesome stack exchange answer: stackoverflow.com/questions/26...
Having dedicated threads, and job threads is essential in a project like this
Looks like I also got to the first bits of HUD with a crosshair.
Now we're getting somewhere!
At the time, I decided that building a small mud hut was the best way to celebrate.
Looks like I also got to the first bits of HUD with a crosshair.
Now we're getting somewhere!
At the time, I decided that building a small mud hut was the best way to celebrate.
I liked this back then, and I still like it now.
I liked this back then, and I still like it now.
I was reusing the same surface fog, but changing the colour and the distance.
Also changed the colour of the sky to have the water tint it.
Basic and hacky, done pretty much all in the terrain shader.
I was reusing the same surface fog, but changing the colour and the distance.
Also changed the colour of the sky to have the water tint it.
Basic and hacky, done pretty much all in the terrain shader.
Here I added some new block types: sand and stone.
Simple rules for placement. Stone up high and down low, sand around water and grass everwhere else.
Here I added some new block types: sand and stone.
Simple rules for placement. Stone up high and down low, sand around water and grass everwhere else.
Also added fog and it looks like I had fixed some of the hitching when new terrain loaded in!
Starting to look quite nice now, but there's still a long way to go.
Also added fog and it looks like I had fixed some of the hitching when new terrain loaded in!
Starting to look quite nice now, but there's still a long way to go.
This was very broken, as I hadn't worked out sorting for transparent and opaque objects yet.
But it looked okay enough in still images like this.
This was very broken, as I hadn't worked out sorting for transparent and opaque objects yet.
But it looked okay enough in still images like this.
Everything I was doing was slapped together and pretty slow to run.
You can see the hitching as new terrain loads!
Everything I was doing was slapped together and pretty slow to run.
You can see the hitching as new terrain loads!
Going this direction meant no 3D modelling, which I've still not learned 👀
Iirc this was a world of fixed size around spawn. Split up into chunks and heightmap generated with perlin noise.
Going this direction meant no 3D modelling, which I've still not learned 👀
Iirc this was a world of fixed size around spawn. Split up into chunks and heightmap generated with perlin noise.
I'm using glfw, so most of this work was abstracting that library to my own classes, and learning how the heck shaders work.
We're still in April 22 here, so the details are a little fuzzy.
I'm using glfw, so most of this work was abstracting that library to my own classes, and learning how the heck shaders work.
We're still in April 22 here, so the details are a little fuzzy.
And also some exciting movement.
Back then I thought I was going to make a Tetris game.
How wrong I was.
And also some exciting movement.
Back then I thought I was going to make a Tetris game.
How wrong I was.
I've worked in audio code for nearly 5 years now. Back in 2022, I decided wanted to learn more engine programming.
From the top, it began in April 2022, predictably with a triangle.
I've worked in audio code for nearly 5 years now. Back in 2022, I decided wanted to learn more engine programming.
From the top, it began in April 2022, predictably with a triangle.