Libove Blog

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

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#gamedev progress:

First text rendered inside of a book!

3D scene showing an open book with an example text in front of book shelves


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#gamedev progress:

  • reworked book model to fix issues with normals when book was opened
  • refactored input handling from event based to having a big struct of the input state passed to the update function
  • implemented the first interaction with the world. Books can now be picked up and placed back into shelves

Gameplay footage showing books being taken from on shelf and placed in another

#rust #dev


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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