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Coleman
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Made an animation timeline editor for my game engine. It supports building animations by inserting keyframes for entity properties

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I made an updated graphics showcase video for my from scratch game engine
https://youtu.be/cAg9D_TCmtE

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I've been spending some time implementing clustered shading and shadow maps for all lights in my engine. The light clustering is done on the cpu. Shadow maps are dynamically sized each frame and sub allocated from a large texture atlas.

https://youtu.be/uwYK_k2raXE

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Made a game for the Alberta game jam in my from scratch engine https://cenomla.itch.io/hell-evator

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Made some progress on a water shader today for my rendering engine using screen space ray marching

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Finally got optimized edge vs edge collision detection working. The algorithm only checks for separating axis' corresponding to edge pairs that form a face on the Minkowski sum

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Networked rigid body physics with voxel terrain collision, solid pink flying cube is another connected player. Excuse the bad graphics

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Rigid body physics using PGA for everything

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A friend and I made a very short puzzle game this weekend for the global game jam using a custom engine and editor I wrote. Can download the windows release here: https://globalgamejam.org/2023/games/only-survivor-miraculously-had-no-internet-7

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After several weeks I finally got my (mostly) robust nav mesh generator working. The algorithm takes a set of simple polygons as input and outputs a triangulation of the walk-able region

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Just finished writing a hybrid tiling/floating window manager for my engine's UI. I'm not necessarily a huge fan of having custom window managers in apps but it was a good exercise to see how my UI framework would be able to hold up when implementing a fairly complex feature in terms of layout and event handling.

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Finally got around to writing a constrained delaunay triangulation implementation. I plan on using it to automatically generate nav meshes for levels and for a gpu vector graphics renderer.

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I've been working on a UI framework, specifically for writing tooling UI's for my engine but eventually I wanna make sure it's usable for GUI apps in general. So far I've implemented layout, basic event handling, basic rendering, and a simple component sheet. Supports everything you'd want in terms of layout (pinning, rows, columns, flex, line wrapping, arbitrary direction layout, alignment, offset).

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