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4h 2m 21s logged

DEVLOG 33 - Meshes & Fixes

Hi Stardance!
 
Intro
We’re getting closer to the release build of Eve! I have to say that with this devlog, the engine is practically finished and ready for shipping; I just need to tweak a few final details and we’re all set…
 
Meshes:
In this devlog, I worked on the mesh system—fleshing it out and making it functional—and added standard meshes to Eve: a cube, a UV sphere, an icosphere, a plane, and a quad.
 
Some Bugs Fixed
While implementing this, the program kept crashing for no apparent reason; after two hours of debugging, I found the error in the Render Graph—caused by the order of Eve’s internal passes—which is now fixed.
 
Internal Shaders Organization
I also embedded the engine’s internal shaders directly into the executable, so there’s no need to remember to include them alongside the executable when creating an app.
 
The video shows the same UI as the previous devlog—featuring controls for color, rotation, cube position, and direct light direction—but this time, you can change the meshes of the “thousand-odd” cubes at runtime using the standard Eve meshes listed above, via a simple UI dropdown menu.

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