Comptime C functions
Oh right, I forgot you can post here without making a project tag.
Current progress on my game. Spent some time to figure out how to "fit" hexagonal meshes into a height map, to properly present slopes and such.
After two days I figured out that it is simply a 1:1 taper:
vec2 hexTileVertexToUVCoords(vec2 xy) { vec2 uv = xy; uv.x += uv.x * abs(uv.y); uv.x = 0.5 + uv.x/2.0; return uv; }
Next step is replacing the procedural hex mesh with actual different hex tiles. E.g. adding art.
&perspective-drawing Oh god, position becomes rotation in curvilinear. Also, implemented rudimentary curvilinear edge drawing.
&perspective-drawing Added the construction lines for subdivison because it's usually important to know where the center of the cube is.
&perspective-drawing Added a "Analysis" window that compensates for position, distance and tilt so you can analyse how each parameter effects the cube more accurately. (Sorry, it doesn't actually do the analysis for you. (Yet?))
&perspective-drawing Opted for simple, functional, auto-generated UI and added various guidelines. Think this will be all, jamming wise.
&perspective-drawing
Damn, I didn't know 1 Point Perspective could do this.
&perspective-drawing
Joining the Jam very late but wanted to make a little something to help me learn perspective drawing. Now I have working construction (and parallel) lines, next will be adding UI to tweak all the parameters on the fly.
!til Apparently humans with normal color vision can have vastly different ratios of Green vs Red cones, which should imply that different people perceive Red in different intensities(?)
An old project: ~20x zoom in on coast line using signed distance field textures