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3h 42m 49s logged

Hello guys! :among_us_orange_dance:

What’s new :spinning-parrot:

  • GLTF model: This bust model
  • Basic lighting: Rlights.h + example shaders directly from Raylib repository
  • Procedural terrain: It uses Perlin Noise to generate a procedural mesh.
  • First custom shader: It’s a small variation of the standard lighting shaders, which uses the height of the vertex to determine the color of the pixel (gradient is green -> brown -> white).

Struggles :explodes:

  • FPS: Really dropped down after adding the terrain. What really helped was decreasing the Perlin Noise texture resolution (and with so, basically decreasing the level of detail of the terrain), but I still feel like I’ll need further to do optimization (my hardware is bad btw, a literal Chromebook). The FPS average went from like ~30 (before terrain) to ~5 (after) to ~15 (after the described optimization).
  • Loading time: Maybe not that big of a struggle, but would like to relate that, after adding the bust to the project, now it takes literal seconds to boot (it was almost instantaneous). Dunno if it’s fixable, so just keeping it, although hating it, because it slows down testing and debugging.

TODO :shrek-dance:

  • More shaders: Maybe props meant specifically for that. I’d specially love something related to Mandelbrot Set.
  • Chunk generation: Probably starting with fixed (like 3x3 or 5x5), then making a on-fly chunk generator.
  • Maybe water in the valleys?????? (unsure, not confirmed, not a promise, just a huge “maybe”, not a focus)
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