Libove Blog

Personal Blog about anything - mostly programming, cooking and random thoughts

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#gamedev progress:

  • started working on text rendering
    • loading and rasterizing fonts using fontdue
    • packing rasterized characters into a single texture
    • creating quads to insert text line into 3D scene

"Hello" being rendered in a 3D scene


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#gamedev progress:

  • Static geometry (walls, floor ceiling) is split up into smaller chunks to allow culling
    • Implementation: generated geometry is loaded into a BVH with a larger leaf size (256). The geometry of each leaf is converted to an entity.
    • Culling via distance to the player.
  • Added player physics. No longer clipping through walls and shelves. Not stable enough yet.
  • Reworked ray casting system to handle animated objects correctly.
  • Player can now click on books to open them.

#rust


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#gamedev progress:

  • small refactoring of OcTree to simply change the intersection test function during construction. This allows to choose between accurate or fast functions.
  • OcTree is working now. Only included the static geometry at the moment. Can now ray cast into the scene.

GIF showing correct ray cast collision

#octree #rust



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https://mastodon.gamedev.place/users/havchr/statuses/116185423094393534

I'm applying the same animation matrix to the normals (with 0.0 as w component of the vec4 as this is a vector not a point).

Upon closer inspection the main problem seems to be in the fold of the book. Here both joints of the opening halfs are applied. Maybe that causes problems as the cancel each other out.



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#gamedev progress:

  • reworked animation system to allow drawing instanced animated objects
  • each instance has an animation time
  • animation matrices are generated as frames

The normals of the animated mesh still look wrong. Not yet sure why.

#shaders #animation #rust

Many animated books in shelves


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#gamedev progress:

  • Procedural book shelves are now used within the level, replacing the fixed model.
  • Started implementation of a world state object as "array of fat structs"
  • Implemented an algorithm to find free space within a shelf for a new book.

Screenshot showing shelves filled with books in a 3D "game"

#rust


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#gamedev progress:

Implemented a procedural version of the book shelves. The geometry is created by simple inset and extrusion operations on quads.

GIF showing change of of number of boards in a book shelf

#rust #geometry


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#gamedev progress:

I've spent the last couple of evenings implementing a #GLTF 2.0 parser to support animations. Today I've achieved the first step towards that goal and can now load meshes from .glb files.

#rust #geometry #dev

Obligatory screenshot showing a Suzanne model inside my game