You are browsing as a guest. Sign up (or log in) to start making projects!

kuba_ch101

@kuba_ch101

Joined June 1st, 2026

  • 34Devlogs
  • 5Projects
  • 1Ships
  • 15Votes
Open comments for this post

4h 36m 7s logged

I finnished the windows! Needed to rework the logic and this time I followed the tutorial. It really helped me especially with organizing the functions.

0
0
2
Open comments for this post

1h 30m 59s logged

Hello, I just started making my web OS. Today I made the back groud rendering pipeline. The render will be quite basic and I took some code from my other projects so it took me less time than ussual.


The background will be made randomly positioned, low-polly shapes(like this in the screen). I want them to look like crystals.


I want to finnish the render and then make the actual site, but I still need to make random shape generation and add some movement

0
0
3
Open comments for this post

3h 45m 38s logged

I added a trail behind the satelite to make this more interesting and a direction indicator(which you can turn off) so you know where the satelite is when you zoom in.


I also started working on the shell file which basically grabs the render and ads html features. All the info and other thing will be in this grey area(for now, maybe I will change them later).

0
0
3
Open comments for this post

2h 46m 28s logged

BIG NEWS!
I was finally able to convert my C code to WASM using emscripten. I run it on local hosted server but I still cant make it work on github pages.


I also moved part of physics calculations to a specified shader which should significantly boost the performace.

0
0
1
Open comments for this post

3h 9m 30s logged

I fixed some scaling bugs, but there still some left and i cant figure how to fix them.
I also need to add friction soon.


View after fixing radious bug:

0
0
2
Open comments for this post

6h 55m logged

Made a huge rework today:


-Reworked the entire pipeline and data structures to make code cleaner and more efficient.


-Fixed some physics mistakes with scales I made before.


-Fixed rendering bug which appeared when I chaned rendering order to a propper one.

0
0
2
Open comments for this post

2h 49m 16s logged

I added camera movement, for now the camera is centered on the planet but I might change it in the future. I neede to add and rework few functions to make this work.

There was also a major problem, which I learnt is called “gimbal lock”. Before I fixed It the camera was getting flipped when It rotated 90 degrees.

There is also a zoom option(2’nd picture).

0
0
1
Open comments for this post

3h 55m 56s logged

I scaled everything to real proportions of earth and moon. Improved pipeline by adding rendering functions and reducing the number of shaders. Made the moon orbit, to see it move I added a second time scale(not based on SI) to make the orbits fast without affecting other scales.

I still need to correct the water based on updated moon position.

0
0
1
Open comments for this post

3h 26m 14s logged

Finaly the geometry is calculated by the satelite’s gravity. In a normal scenario the wouldn’t be visible in that scale so I needed to bring the moon verry close to the planet(It is now invisible) and increese its mass.

I am planning to make a zoom options so the deformations will be vissible even with the real data

0
0
2
Ship

I made a program and a website based on it that converts shaders written in GLSL into a C string that is easier to use in a program with OpenGL, becaose you have everything in one file. For me the most challenging thing was to make the the website look good, also working with more complicated paths to input and output files was a new thing for me. My program saves me time when writing all the quotation marks which also reduces a probability of errors. The website was designed to use when you need shaders up and running fast.

Try project → See source code →
Loading more…

Followers

Loading…