#gameenginedev β Public Fediverse posts
Live and recent posts from across the Fediverse tagged #gameenginedev, aggregated by home.social.
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Spent a whole day trying to figure out why was the camera twisting around the Z axis even though I was only rotating around the X and Y axes, then I found out that's just a thing quaternions do.
https://gamedev.stackexchange.com/questions/136174
Apparently Unity does it too.
Godot doesn't because rotation is stored as a matrix internally.
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Spent a whole day trying to figure out why was the camera twisting around the Z axis even though I was only rotating around the X and Y axes, then I found out that's just a thing quaternions do.
https://gamedev.stackexchange.com/questions/136174
Apparently Unity does it too.
Godot doesn't because rotation is stored as a matrix internally.
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Spent a whole day trying to figure out why was the camera twisting around the Z axis even though I was only rotating around the X and Y axes, then I found out that's just a thing quaternions do.
https://gamedev.stackexchange.com/questions/136174
Apparently Unity does it too.
Godot doesn't because rotation is stored as a matrix internally.
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Spent a whole day trying to figure out why was the camera twisting around the Z axis even though I was only rotating around the X and Y axes, then I found out that's just a thing quaternions do.
https://gamedev.stackexchange.com/questions/136174
Apparently Unity does it too.
Godot doesn't because rotation is stored as a matrix internally.
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Spent a whole day trying to figure out why was the camera twisting around the Z axis even though I was only rotating around the X and Y axes, then I found out that's just a thing quaternions do.
https://gamedev.stackexchange.com/questions/136174
Apparently Unity does it too.
Godot doesn't because rotation is stored as a matrix internally.
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Simple Vulkan Renderer in C++ : Low-Level Graphics
This Simple Vulkan Renderer was made by following the Vulkan Tutorial series by BrendanGalea : https://youtube.com/playlist?list=PL8327DO66nu9qYVKLDmdLW_84-yE4auCR&si=qs9QPNANpwrwydLL
#Vulkan #Cpp #GraphicsProgramming #3D #GameEngineDev #Rendering #LowLevelProgramming #GameDev #UAE #Developer #Freelancer #ImmediatelyAvailable
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Finally feel ready to publish my blog post about Bevy's editor for Bevy's fifth bday! Consider giving it a read!
https://rinoxide.substack.com/p/bevys-fifth-birthday-the-editor
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Finally feel ready to publish my blog post about Bevy's editor for Bevy's fifth bday! Consider giving it a read!
https://rinoxide.substack.com/p/bevys-fifth-birthday-the-editor
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Finally feel ready to publish my blog post about Bevy's editor for Bevy's fifth bday! Consider giving it a read!
https://rinoxide.substack.com/p/bevys-fifth-birthday-the-editor
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Finally feel ready to publish my blog post about Bevy's editor for Bevy's fifth bday! Consider giving it a read!
https://rinoxide.substack.com/p/bevys-fifth-birthday-the-editor
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Finally feel ready to publish my blog post about Bevy's editor for Bevy's fifth bday! Consider giving it a read!
https://rinoxide.substack.com/p/bevys-fifth-birthday-the-editor
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wrote a little blog post :nkohype:
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wrote a little blog post :nkohype:
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wrote a little blog post :nkohype:
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wrote a little blog post :nkohype:
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Iβve added support for a bunch of environment variables that you can set to override any run-time value in your nCine AppConfiguration.
Things like fullscreen mode, VSync, output audio frequency, the data path, the log file name, and much more.
https://github.com/nCine/nCine/wiki/AppCfg-EnvVars
#nCine #GameDev #OpenSource #IndieDev #SoloDev #SoloIndieDev #GameEngineDev
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Iβve added support for a bunch of environment variables that you can set to override any run-time value in your nCine AppConfiguration.
Things like fullscreen mode, VSync, output audio frequency, the data path, the log file name, and much more.
https://github.com/nCine/nCine/wiki/AppCfg-EnvVars
#nCine #GameDev #OpenSource #IndieDev #SoloDev #SoloIndieDev #GameEngineDev
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Iβve added support for a bunch of environment variables that you can set to override any run-time value in your nCine AppConfiguration.
Things like fullscreen mode, VSync, output audio frequency, the data path, the log file name, and much more.
https://github.com/nCine/nCine/wiki/AppCfg-EnvVars
#nCine #GameDev #OpenSource #IndieDev #SoloDev #SoloIndieDev #GameEngineDev -
Iβve added support for a bunch of environment variables that you can set to override any run-time value in your nCine AppConfiguration.
Things like fullscreen mode, VSync, output audio frequency, the data path, the log file name, and much more.
https://github.com/nCine/nCine/wiki/AppCfg-EnvVars
#nCine #GameDev #OpenSource #IndieDev #SoloDev #SoloIndieDev #GameEngineDev -
New website design for Taylor has now gone live! This now includes RSS/Atom support since I didn't realise my blog didn't already have that!
I am open to, and would love, constructive critisism as I'm not much of a designer.
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New website design for Taylor has now gone live! This now includes RSS/Atom support since I didn't realise my blog didn't already have that!
I am open to, and would love, constructive critisism as I'm not much of a designer.
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New website design for Taylor has now gone live! This now includes RSS/Atom support since I didn't realise my blog didn't already have that!
I am open to, and would love, constructive critisism as I'm not much of a designer.
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New website design for Taylor has now gone live! This now includes RSS/Atom support since I didn't realise my blog didn't already have that!
I am open to, and would love, constructive critisism as I'm not much of a designer.
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New website design for Taylor has now gone live! This now includes RSS/Atom support since I didn't realise my blog didn't already have that!
I am open to, and would love, constructive critisism as I'm not much of a designer.
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In case anyone was looking for the shittiest possible Canvas2D game engine, I have created "Merlin"!
As of yet there is no documentation, but it's architectural based on XNA. Enjoy! Internet points to whomever can tell me why it's named Merlin. ;)
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In case anyone was looking for the shittiest possible Canvas2D game engine, I have created "Merlin"!
As of yet there is no documentation, but it's architectural based on XNA. Enjoy! Internet points to whomever can tell me why it's named Merlin. ;)
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In case anyone was looking for the shittiest possible Canvas2D game engine, I have created "Merlin"!
As of yet there is no documentation, but it's architectural based on XNA. Enjoy! Internet points to whomever can tell me why it's named Merlin. ;)
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In case anyone was looking for the shittiest possible Canvas2D game engine, I have created "Merlin"!
As of yet there is no documentation, but it's architectural based on XNA. Enjoy! Internet points to whomever can tell me why it's named Merlin. ;)
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In case anyone was looking for the shittiest possible Canvas2D game engine, I have created "Merlin"!
As of yet there is no documentation, but it's architectural based on XNA. Enjoy! Internet points to whomever can tell me why it's named Merlin. ;)
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(β οΈ No alt text, but post contents fill the gap just fine.)
I spent the day working on adding IQM model support to WinterEngine, and bringing back MD3. Final step in this model nonsense will hopefully be a bespoke format custom built for the engine with a conversion tool that supports a bunch of other formats.
currently just struggling with why despite having perfectly valid vertex buffer data, none of the other meshes in the gort model are being drawn. Or well they are being drawn but nowhere near remotely correct from the looks of it in RenderDoc.
which is really weird because I opened the IQM in an IQM viewer and all the parts are there and drawn properly. So it's definitely something on my renderer end.
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(β οΈ No alt text, but post contents fill the gap just fine.)
I spent the day working on adding IQM model support to WinterEngine, and bringing back MD3. Final step in this model nonsense will hopefully be a bespoke format custom built for the engine with a conversion tool that supports a bunch of other formats.
currently just struggling with why despite having perfectly valid vertex buffer data, none of the other meshes in the gort model are being drawn. Or well they are being drawn but nowhere near remotely correct from the looks of it in RenderDoc.
which is really weird because I opened the IQM in an IQM viewer and all the parts are there and drawn properly. So it's definitely something on my renderer end.
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(β οΈ No alt text, but post contents fill the gap just fine.)
I spent the day working on adding IQM model support to WinterEngine, and bringing back MD3. Final step in this model nonsense will hopefully be a bespoke format custom built for the engine with a conversion tool that supports a bunch of other formats.
currently just struggling with why despite having perfectly valid vertex buffer data, none of the other meshes in the gort model are being drawn. Or well they are being drawn but nowhere near remotely correct from the looks of it in RenderDoc.
which is really weird because I opened the IQM in an IQM viewer and all the parts are there and drawn properly. So it's definitely something on my renderer end.
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oh uh uh uh forgor this account exists for a minute.
Got sick and tired of not being able to find the right engine, or having to deal with corporate nonsense with Unity or Unreal. So I'm making my own! it's actually at the point of usability right now as it can do a lot of basic rendering and object management.
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oh uh uh uh forgor this account exists for a minute.
Got sick and tired of not being able to find the right engine, or having to deal with corporate nonsense with Unity or Unreal. So I'm making my own! it's actually at the point of usability right now as it can do a lot of basic rendering and object management.
-
oh uh uh uh forgor this account exists for a minute.
Got sick and tired of not being able to find the right engine, or having to deal with corporate nonsense with Unity or Unreal. So I'm making my own! it's actually at the point of usability right now as it can do a lot of basic rendering and object management.
-
oh uh uh uh forgor this account exists for a minute.
Got sick and tired of not being able to find the right engine, or having to deal with corporate nonsense with Unity or Unreal. So I'm making my own! it's actually at the point of usability right now as it can do a lot of basic rendering and object management.
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What if the game engine had...vertical tabs? π€ [WIP]
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What if the game engine had...vertical tabs? π€ [WIP]
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What if the game engine had...vertical tabs? π€ [WIP]
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What if the game engine had...vertical tabs? π€ [WIP]
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What if the game engine had...vertical tabs? π€ [WIP]