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#gamedev progress:
- currently working on an OcTree implementation
- implemented GJK Algorithm for collision detection.
- AlexanderFabisch/distance3d was a great reference. I had some missing details which lead to infinite loops.
Personal Blog about anything - mostly programming, cooking and random thoughts
#gamedev progress:
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.
https://mastodon.social/users/j5v/statuses/116184521520492140
The textures use UV coordinates. There are no problems with them. Also no normal mapping.
#gamedev progress:
The normals of the animated mesh still look wrong. Not yet sure why.
#gamedev progress:
#gamedev progress:
Implemented a procedural version of the book shelves. The geometry is created by simple inset and extrusion operations on quads.
#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.
#gamedev progress:
I've implemented a new algorithm to create level layouts. The previous approach added on chamber after the other only connecting it at one suitable location. This lead to "tree like" layout.
The new approach creates a Delaunay triangulation where each chambers center is a vertex. Then it discards edges as long as the graph stays connected. The remaining edge are used to as corridors.
small step forward: added shelves to rooms.
Worked a bit on my project which currently acts as a dungeon/level generator. Added the ability to use multiple textures for different parts of the room.