post.ghost
the-post-ghost.bsky.social
post.ghost
@the-post-ghost.bsky.social
I make, and work, in games!
https://beardphantom.com
#sorbet3D engine update: I've got camera controls, an input module, flipped OpenGL's Z axis, removed my event system in favor of the one included with entt, fixed up my transform math, and enabled backface culling. until next time! ★ #gamedev #indiedev
June 2, 2025 at 1:27 AM
Here's where I'm at now. I've got a proper MVP matrix setup, wrapped the render data for the mesh into a dedicated class that doesn't require recreation from the source asset every frame. I'm now able to manipulate the "camera" via the view matrix and the model with the model matrix.
May 27, 2025 at 11:23 PM
Got vertex colors working, added a wireframe mode toggle, and started rendering with indices. At this point I'm still recreating all of the render data manually every frame and rotating the verts on the CPU. Also remembered to actually enable depth testing.
May 27, 2025 at 11:23 PM
Not the very first thing I rendered, but the first rendered mesh loaded from disk is this... poorly executed Suzanne. I was only giving OpenGL verts, no indices. If you do that, you need to provide duplicate verts to form proper triangles. I wasn't doing that, hence the broken result.
May 27, 2025 at 11:23 PM
This genuinely shook me to my core. #Oblivion #OblivionRemastered
April 24, 2025 at 8:49 AM