Working on an engine creation framework in Jai in my free time. Basic PBR basic gltf loading and some fancy rendering stuff. Lots of work to do.
Working on an engine creation framework in Jai in my free time. Basic PBR basic gltf loading and some fancy rendering stuff. Lots of work to do.
Made the spaceshooter example a lil more complete.
Using freeassets found all over.
Show editor and noneditor mode.
Many other numerous changes..
https://www.youtube.com/watch?v=e8K6sCrmy4Q
NOTE: OBS kills frame rate normally fps is much higher.
Added the ability for the game to develop its own tools in imgui outside of the engine/editor.
This is the first trial run of that.
Showing sprite animations created with a sprite animator tool.
Add/Remove frames set time and loop/oneshot.
In this scene/game so far there are animations applied to 3 "batch layers". Asteroid layer has 500 individually animated (120 frames of animation) sprites all with own movement rotation etc...(also note: I screwed up adding the animation frames to the clip for the asteroids and since there are 120 (intentionally extreme test) just left it for now)
There is a mix of scene graph sprites and batch layer sprites.
Also assetview now can view textures on disk.
Not for sure about the work flow here yet but you can quickly make animations and apply them in code.
Game Tools update...
Language : Odin
Chip8 Emulator fully implemented all valid roms will(should) work.
Programmed in the language of GOD son. Not Jesus! ODIN.
Part 2 of pong... ended up being longer than I expected next time never promise how many parts lol
Should have been 4 parts .
Will end up doing a "bonus part" for squaring things out and sounds.
Watch my horrible attempt at trying to teach people Raylib and Odin. ๐คฃ
Basic Dx12 3D rendering in Odin programming language. Beginning of something beautiful?
Deffered lighting and shadows now with ability to go inside light volume. Multi colored intesities all blending together well.
Theoritically can support hundres of lights but until pre culling geometry from light volumes is done limited by shadow generation.
Deferred omni direction atlas based shadow mapping. One light down now lets get 10.