My C compiler can now compile C to SPIR-V, HLSL and MSL in a single command
Texture loading & sampling support landed in HCC, the C -> SPIR-V compiler. GIF showing 9 different modes. Since last time we also have bindless buffer support! next up compute shaders!
Got HCC to compile a couple of ray marching shaders in C to SPIR-V and running on Vulkan. Next up buffer support!
C -> SPIR-V compiler, vertex & fragment shaders, userland vector types and intrinsic vector functions that map to SPIR-V instructions. next up, buffers and textures!
designed a little alternative 2.5D color picker over the weekend. it was a lot of fun https://www.shadertoy.com/view/fl2BWz
successful stream today, the fragment shader now compiles to SPIR-V and works! the next job is to get if statements working so we can hardcode a vertex shader
height map is now voxel terrain and got a smooth movement with a billboarded sprite. next up loading more terrain chunks!
In yesterday's stream we got SDF circle, aabb, cross, rhombus shapes working in vulkan shaders and being smoothly unioned. also the border is an effect that is applied top of union of these shapes.
got a new devlog out showing the basic gameplay of the game (grapple hooking, wall running) and how to do 3D hoop collision with spheres and capsules: https://youtu.be/oIQS13djz1s
really need to implement a gif exporter in game to share here more. got new game dev log out: https://youtu.be/2k89WMiY-3w
New FIKO Dev Log out featuring the embedded level editor for a fighting game: https://youtu.be/VlF0dEPj-bE
Got a video on the approach that was used for the Rendering API in my game: https://youtu.be/XmwqY4Eg8b0
Starting a new dev log series for a game. A 2D Ascii platform fighter https://youtu.be/-HSrYHsGo_Y
got animations in the UI library now. it can interpolate between different style control states (default, focused, active, disabled) but also have custom pre & post render functions for each style (thats how we get the material-design-like circle grow)
Just open sourced a minimal command line arguments parser in C: https://github.com/heroseh/cmd_arger
Its been too long. Im so excited to get another Game Engine Dev Log out 🙂 This time on Embedded Dev Tools: Level, Entity, Tiled Map editors with a custom scripting language 🙌 I hope you enjoy! https://youtu.be/Rr26xFOpEfw
Been working on a basic scripting language for gameplay. Its intergrates into engines allows you to reason about types used in the game. Here is an example of selecting a constant for a custom type. Selecting an Entity and a MapCoord. The editor is nearly complete, then work will go into saving, loading and executing scripts.
Been working on a game engine (bunch of libraries) from scratch. Got to a point where I can start prototyping the game with them. Here's a video going over some of the technical details. I hope you enjoy 🙂 https://youtu.be/EH2Zu940wm0