It's an engine feature checklist, I suppose.
If you know of anything missing on this list, or want to help me check something off, please let me know.
#BeckettEngine #ProjectSpecialK
It's an engine feature checklist, I suppose.
If you know of anything missing on this list, or want to help me check something off, please let me know.
#BeckettEngine #ProjectSpecialK
No, I shouldn't get too confident...
#ProjectSpecialK
No, I shouldn't get too confident...
#ProjectSpecialK
#ProjectSpecialK
#ProjectSpecialK
#gamedev #opengl #BeckettEngine #ProjectSpecialK
#gamedev #opengl #BeckettEngine #ProjectSpecialK
VS2015 only, but if anyone can make it work on later versions or clang or whatever, please do not hesitate to drop a PR.
#programming #engine #release
VS2015 only, but if anyone can make it work on later versions or clang or whatever, please do not hesitate to drop a PR.
#programming #engine #release
Is it complete? No. But it is functional enough.
Am I pleased with it? Also very yes!
Will I use it in #ProjectSpecialK? I dunno, maybe. We'll see.
Is it complete? No. But it is functional enough.
Am I pleased with it? Also very yes!
Will I use it in #ProjectSpecialK? I dunno, maybe. We'll see.
#ProjectSpecialK #programming
#ProjectSpecialK #programming
I actually feel like that about a lot if not most aspects yet to be implemented, to be honest...
I actually feel like that about a lot if not most aspects yet to be implemented, to be honest...
Thing is, I'm not sure how to get *texture sets* for them all, even if it's only colors with flat normals and roughness.
(Suggest AI and die.)
Thing is, I'm not sure how to get *texture sets* for them all, even if it's only colors with flat normals and roughness.
(Suggest AI and die.)
It's kinda discouraging.
#projectspecialk
It's kinda discouraging.
#projectspecialk
1. Rip out the shitty player-wall collisions
2. Add character-character collisions instead (circle-circle)
3. Add proper char-wall as planned
4. Add char-model collisions (heightmaps and such)
#ProjectSpecialK
1. Rip out the shitty player-wall collisions
2. Add character-character collisions instead (circle-circle)
3. Add proper char-wall as planned
4. Add char-model collisions (heightmaps and such)
#ProjectSpecialK
It simplifies the text database a lot, but right now requires a restart to apply the changes.
It simplifies the text database a lot, but right now requires a restart to apply the changes.
Today is one such time.
#ProjectSpecialK
Today is one such time.
#ProjectSpecialK
On the one hand, I can cast a ray down from just above the feet of a character to find the height of whatever polygon they're supposedly standing on. For a simple ground tile this can be simplified to just height = tile's elevation × 15
🧵 1/?
On the one hand, I can cast a ray down from just above the feet of a character to find the height of whatever polygon they're supposedly standing on. For a simple ground tile this can be simplified to just height = tile's elevation × 15
🧵 1/?
Or well, at the time of writing only the top does. The bottoms don't yet. But that's now a single function call away.
#ProjectSpecialK
Or well, at the time of writing only the top does. The bottoms don't yet. But that's now a single function call away.
#ProjectSpecialK
I've tried Substance 3D Painter but I find it lacking.
#ProjectSpecialK
I've tried Substance 3D Painter but I find it lacking.
#ProjectSpecialK
#ProjectSpecialK
#ProjectSpecialK