I got inputs working and I can navigate my 3D environment (big steps)
I got inputs working and I can navigate my 3D environment (big steps)
Made a FPS counter and made sure to turn off vsync.
Woah. I finally got a 3d rotation triangle :O
We’ve come a long way (and i’ve been lazy) but I finally got texture rendering to work. I’ve also spent a lot of time organizing things into classes so complex behavior (like raw opengl calls) are abstracted away and I can speed up development in my game engine. Soon to go 3D!
I made the triangle go bigger and smaller, had to rework my shader system in order to support modifying vertex points. I also spent a lot of time abstracting mesh things into classes (vertex buffer objects, vertex array object) so it’s easier to use in the future and I don’t have to work with raw opengl calls every time.
note: you may notice that the scale of the triangle doesn’t increase/decrease orderly (uniformly increasing) this is because my scale code is being called in the render, which is for every frame. This issue is usually resolved by creasing “fixed updates”; like the minecraft tick system that runs game logic (not rendering).
Because I’m going to need extensive debugging logic, I decided to go with a GUI system (ImGui) after watching jdh’s video on his experience while creating a game engine. This is going to help me change values, etc, etc in the game engine, which is especially helpful for the (maybe) later on level editor.
Wow! I finally got a 2d triangle rendered on screen. (Even though my engine will be in 3d)
I built a simple custom logger for my project. I also had to make a seperate subdirectory (Core) for this. (I didn’t have to but ethe rway)
I fixed up my CMake config files and then implemented the window creation logic. (yes, blank window. no rendering yet)
I did a couple things:
I setup my project and made an simple intro animation using GSAP and Vite.