I added basic Boids with rollover on screen edge support.
I added basic Boids with rollover on screen edge support.
Texture mapping has been implemented into the renderer but not the parser. My next step is to add textures to the parser so that the user can load the textures automatically instead of manually writing the filepath. I have already set up the structs for MTL support, including a hashmap to allow for string-indexing.
I added texture support to the polygons so that the graphics don’t get boring. I also improved the physics with better polygons and taking mass into account.
This update might be a little boring, but I genuinely spent hours debugging a problem with the normals that occured on high-poly models. It added random empty spots in the model and it was genuinely so satisfying to fix it. All that was happening was that it was dividing by zero and returning NaN; I just added a check to avoid NaN.
I added a basic Verlet integration physics engine with 2d balls and polygons. You can drag the balls and points on the polygons around. The physics runs on a fixed timestep, but I added interpolation so the rendering is still smooth.
I added smooth (phong) shading to my OBJ viewer, and prepared the code for texture mapping.