Ryan's Avatar
Ryan
Member since

Recent Activity

Did a bunch of work today, gizmo rendering, fancier wireframe shader, and gizmo selection

View original message on Discord

Debugging maths is fun with debug lines. Testing out ray-sphere intersection

View original message on Discord

This is the first time I've had a gameloop that outpaces QueryPerformanceCounter (even with 64bit float)

View original message on Discord

Made some pretty good progress these last few days. Got the basic entity system going, improved physics, billboard rendering, and now projectiles https://cdn.discordapp.com/attachments/500114826010427392/990288804554346536/shooter_Re36XTkZMY.mp4

View original message on Discord

I'm working on a FPS game. It has bindless vulkan rendering, obj mesh loading, and basic capsule collision detection/physics

View original message on Discord

After experimenting with using A* for connecting rooms, it didn't really appeal to me as something that would be fun due to it's tendency to want to move diagonally all the time. Naive tunneling feels better. Once FoV is added, I think it will feel even better

View original message on Discord

Finally got dungeon rooms connected properly

View original message on Discord

Kind hard to tell from the video, but I did a BSP tree for dungeon gen. Pretty happy with it, it's built in a flat array and with no recursion so it's pretty fast.

View original message on Discord

phantom dungeon generating bots

View original message on Discord

Published my Ludum Dare 48 game. Pretty happy with how the game turned out and that I am actually able to ship a a short but complete game. It's been many many years since I published something .https://github.com/rytc/ld48/releases/tag/1.0

View original message on Discord

Tied the color picker to the light

View original message on Discord

decided to do something fun today and made a HSV scrubber

View original message on Discord

Arrays, variables, and basic lambda calls

View original message on Discord

Saturday night boredom...made a basic lisp interpreter

View original message on Discord

It's 2am, what else is there to do other than get normal maps and roughness map working with horrible programmer art :v_:

View original message on Discord

The void/black background kinda messes with the histogram, so having some sort of backdrop is a better example

View original message on Discord

Got some sort of eye adaptation working

View original message on Discord

I'm playing around with this setup of having a 64bit buffer that I render to, then do tonemap+gamma correct to the 32bit backbuffer. I understand it better after playing with the color values and exposure

View original message on Discord

Renamed "Frame Graph" to "Render graph", and made it a bit more capable

View original message on Discord

Added a post-processing pass for gamma correction

View original message on Discord

procedural skybox shader rendered with a full-screen triangle

View original message on Discord

Got some hit markers, chicken is as strong as the player! Peek doesn't record audio, but I also got OpenAL working and have multiple sound effects going

View original message on Discord

Got some very rudimentary gameplay. I can "attack" the chicken, and it will aggro and chase the player

View original message on Discord

Been spending this week porting my game/engine to Odin. Day 4: pretty much the whole Vulkan backend is ported over at this point, and has been really cleaned up/simplified. Working on the higher-level rendering features, then onto gameplay stuff

View original message on Discord

multitexturing is working...pretty neat!

View original message on Discord

Got around to properly calculating the normals, and made the cliff faces connect properly for smooth normals...not sure if I like it or not

View original message on Discord

Since I can how have flexible edges, I can create overhangs between layers

View original message on Discord

Very janky and quickly thrown together UI for editing the terrain

View original message on Discord

My marching squares terrain now supports arbitrary edges

View original message on Discord

Added a NPC, have a very basic "navmesh", and server side path finding

View original message on Discord

I can even do height offsets for the "voxels" to add variation to the terrain. The floating parts you see are different layers, which will have vertical faces/"cliffs" between them

View original message on Discord

Got marching squares terrain gen working...just need to add vertical faces

View original message on Discord

kinda cool watching the chunks get generated

View original message on Discord

My vulkan game/engine is coming along. Got terrain mesh generation via SDF, added some random art I grabbed of the internet for testing. Implemented sprite batching and just added basic lighting so my eyes don't get burned

View original message on Discord

vulkan is fast. 0.6ms per frame with renderdoc....0.35ms per frame without renderdoc

View original message on Discord

Previous week I implemented naive surface net mesh generation from voxels. This past week tho, I rewrote all my vulkan code to be way way more flexible. I'm very happy with how it turned out. Game facing code looks like this now: https://pastebin.com/cLdCYJ79

View original message on Discord

Vulkan renderer is making slow but steady progress when I can find time to work on it. I now have texture mapping working

View original message on Discord

Not very exciting, but I'm making progress with vulkan rendering. Implemented depth testing and can now render regular geometry in addition to debug geometry. The normal geometry is offset from the debug because of perspective projection

View original message on Discord

Not much has changed since I last posted, but now I'm rendering with Vulkan!

View original message on Discord

Moved over to doing raytraced platforming physics...ignore the horrible ray drawing lol

View original message on Discord

I decided to scrap the idea of newtonian physics and just do less-fancy game physics.

View original message on Discord

Been working on collision detection. There's an invisible ramp of two triangles that I'm detecting collision and properly walking up

View original message on Discord

Not as pretty as some of your guy's stuff, but my first "art test"

View original message on Discord