Pikmin-like robots following the player in a grid formation
More optimizations, and with the frame time going down the number of triangles is increasing. Fat pixels everywhere!
#SoloDev #GameDev #IndieDev #CustomEngine #SoftwareRenderer #ScreenshotSaturday
#solodev #gamedev #indiedev #customengine #softwarerenderer #screenshotsaturday
Taking a break from navmeshes, made a quick debug view for render graphs!
Finally, a useable navmesh!
It seems there are weird issues with the path going back and forth, but it is still progress!
From regions to something that starts to look like a navmesh!
I think my mesh simplification is a bit too aggressive...
Finally added frustum culling and 100'000 randomly positioned meshes on top of the terrain. There's still no gameplay, but walking around the hills feels good
#solodev #gamedev #indiedev #customengine #softwarerenderer
Voxels -> Distance Field -> Regions
Next is detecting region contours and region connectivity, and finally output a navmesh!
Started implementing automatic navmesh generation: first voxelise the scene, then remove all walkable voxels that do not have enough space for the character.
Next steps are to generate a contour mesh, and optimise this mesh!
#customengine #screenshotsunday
It's always fun to work on a trivial task only to find a problem somewhere deep in my #customengine that hinders implementing that exact task.
With that out of the way here is a WIP of usable Torches that aren't quite finished yet... 😓
#customengine #indiedev #indiegamedev #gamedev
Implemented path smoothing, and it is now clear that my pathfinding likes to take the long way.
Took time this week-end to implement pathfinding over navmeshes!
Still need to optimise the found path to avoid weird movement though.
#customengine #screenshotsunday
Finally, some "gameplay": sending some minions to collect items!
(Forgive the denoiser which is going crazy)
#vulkan #customengine #gamedev
#vulkan #customengine #gamedev
Making progress towards custom shaders inside my editor!
#vulkan #customengine #graphics
Finally fixed a random DeviceLost error I had in my engine!
The cause?
1. My buffer object was reallocated at the same memory location than two frames prior (by random chance, via make_unique).
2. Equality was based on the pointer to this buffer object.
3. Equality meant the engine would not update the VkBuffer used inside a descriptor set.
4. Therefore the GPU crashed on deletion of the old buffer because command buffers were still using it.
Reflecting on the past 12 months of my #solodev #indiedev journey this #ThrowbackThursday.
Alongside my day job, I brought my #customengine to life with new assets, AI systems, custom UI, and actual gameplay elements 😉
#solodev #indiedev #throwbackthursday #customengine #gamedev #gaming #indiegame #monogame
Now merging static mesh data in a single buffer to allow future optimization.
It just works
#customengine #vulkan #graphics
Loaded various Source maps inside my engine to stress test it!
Here's a few screenshots in between two "device lost" crashes.
#vulkan #graphics #customengine
Trying to get transparent objects working inside my engine.
Randomly discarding pixels based on their alpha value seems to do the trick, but the denoiser gets really confused.
#graphics #vulkan #customengine
Got my ECS working with C#, and with debug support too!
example demo of external model loading in real time. Or as I like to call it: "Scene Appending"
#customengine #opengl #glfw #collada #cpp #imgui #rendering