So, my life in the old year was very eventful and hectic with many ups, but unfortunately, I will remember 2022 as one in which I haven't published a single game! Real life stuff took so much energy from me.. ->
..& I haven't participated in jams. While my new social landscape has kept me satisfied, games have definitely taken a back seat & for the second half of the year I barely worked on or could focus on my own projects. Any free time I had I used on learning new not-games skills. ->
That said, 2023 will be different! In the new year, I am making plans which I want to stick to. 1st of which is that I am going to release the first version of #ShakedownGame on 18th of January! Yes, that's in just a bit more than 2 weeks, and a day before Monte Carlo Rally! ->
..And yes, of course that means I will be streaming the development of it again! Starting tomorrow! Stay tuned, I will update here, or join my discord if you want to chat 😊 You can find all the links here: nothke.github.io.
All the best in the new year!!
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Kinda disappointed that anti-anti-art redirects to Stuckism
Stuckism was definitely the last "movement" we learned about in school. But seems like there's been a bunch new ones in the mean time that I've never even heard of. I guess to be an anti-anti it needs to be direct response to anti-art.
Good news it works on win10. But for some reason on my native resolution it crops part of the screen. On 4:3 seems it doesn't crop. Oh & I had to start the game a few times to test it, which was super annoying cuz it has the first sin of video games, an UNSKIPPABLE INTRO!!
Everything in this game uses like deltatime lerping:
> current = lerp(current, target, dt);
from menu highlights to mouselook, lol. It's painful.
So, I'm finally working on a "material" system in my engine. Until now there was no need for it since there was just one scene shader, with the only object-unique uniform being the texture. The framebuffer and debug lines were special cases that bind their own shaders (1/?)
So, each "object" (I called it Model) was just Mesh, texture, and the model matrix. This was actually the whole scene rendering logic, I did some checks to see if models in sequence have the same texture or mesh to reduce unnecessary binds: (2/?)
But now with adding materials, I actually have to refactor almost everything, and turn the Model into a bigger beast, that has a Transform, Mesh and Material. With the only addition being ability to switch shaders (3/?)