#praxisengine — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #praxisengine, aggregated by home.social.
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Working on text input widget. Happy with the state of it, still need to implement some stuff (like password input, clipboard, deciding if I want to support multi-line later, etc) but works pretty alright for now!
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Wee, stylesheet loading & loading UIs from XML is implemented. Currently just displaying a basic label & button, but it's a start :)
Figure I can probably hack in a "UI preview" debug window that loads and displays a UI from a given path, similar to the entity preview window, to allow iterating on UIs.
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Implemented triggers, got collision+trigger enter/exit events implemented, and added a coin pickup which can be collected to increase a global score (as stored in a PlayerScore singleton)
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Adding animations to PlatformerSample!
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Progress on PlatformerSample: got camera following & basic character movement!
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Anyway I fixed several bugs in my content pipeline & started working on a PlatformerSample for Praxis, ft. Leigh :)
Ignore the weird black striping, that's a Compressonator bug lol.
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Whew, jeez. Realized hot reloading was pretty busted in ResourceCache (it wasn't thread safe, totally failed if the file was still being written, etc).
Praxis also failed to ensure an unloaded asset was reloaded in many cases, so you could end up with a model just vanishing instead of properly hot-reloading.
Fixed everything up, now you can rebuild your content while the game is running. Not everything live updates, but a lot does (shaders, materials, textures, & models in particular). Anything that doesn't live update *will* get updated the next time that asset is loaded though (levels, entity templates, etc)
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Realized last night in bed that I could probably hack in support for "nested" entity templates, and let you do stuff like this:
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Working on EntityTemplate system, so you can load an EntityTemplate from JSON and then instantiate entities from it.
A little fiddly b/c right now it basically entails writing both a Component struct *and* an associated ComponentData class (which is what actually gets deserialized), but it does work!
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Working on particle systems in Praxis!
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Started working on some debug features. In debug builds, F12 activates debug mode. Various debug displays are drawn in this mode & systems can also respond to entering/exiting debug mode (for example, BasicForwardRenderer switches to a debug camera)
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Alright, a bunch of refactoring on how rigidbodies & collision is handled, and adding support for various constraints via a ConstraintComponent!
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Fixed a bunch of bugs in my ECS framework & did a first pass at integrating BEPU v2 physics!
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Finished up new mesh loader & some initial work on loading OWB levels! Doesn't yet support terrains or brush nodes though, just lights, static meshes, and generic entities.
#gamedev #opensource #csharp #dotnet #tooldev #praxisengine #openworldbuilder
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Got GPU skinning & skeletal animation up and running in Praxis :)
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More work on Praxis engine.
Models are now loaded from JSON files instead of directly from GLB to allow for specifying material replacements, Materials can be loaded from file, some misc refactoring, and adding a bunch of lighting components (ambient lights, directional lights, and point lights) -
Put up an initial repo for what I'm calling the Praxis Engine on Github.
Right now all I've got is an untextured lamp post model w/ some simple camera movement code, but it's something!
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Put up an initial repo for what I'm calling the Praxis Engine on Github.
Right now all I've got is an untextured lamp post model w/ some simple camera movement code, but it's something!
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Put up an initial repo for what I'm calling the Praxis Engine on Github.
Right now all I've got is an untextured lamp post model w/ some simple camera movement code, but it's something!
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Put up an initial repo for what I'm calling the Praxis Engine on Github.
Right now all I've got is an untextured lamp post model w/ some simple camera movement code, but it's something!
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Put up an initial repo for what I'm calling the Praxis Engine on Github.
Right now all I've got is an untextured lamp post model w/ some simple camera movement code, but it's something!