Alright, ripped out my old code for generating colors and textures. Lot of code, but it was all kinda meh anyway, and I need to make space for something new. Now to decide exactly what I want to do for generating textures. My old implementation for picking colors for the various bits of a texture was ennecessarily complicated, but I still want to do something similar... :/
Notices by Angle (angle@anticapitalist.party), page 5
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:55 JST Angle -
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:54 JST Angle Well, I think I got the shadow maps drawing correctly. Now I just need to use them in my lighting shader properly. I think I'm almost there? XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:54 JST Angle Alright, passing colors to the graphics card. Now I just need to make sure I have colors I actually want. XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:53 JST Angle So close, and yet so far away... :/
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:53 JST Angle Alright, I have the colors I want! Now I need to actually pass the positions of the actual blocks, and to draw them all. Still not entirely sure how to do this - do I make each block type it's own data structure, or do I pack them all into one? The second will be more difficult, but will likely come with some real savings... I dunno, I'll have to see. :/
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:52 JST Angle Finally got my shadowmaps working! XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:52 JST Angle alright, drawing blocks in position!
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:51 JST Angle Back to working on light volumes now. Trying to get some Icosahedrons in the right places, at the right sizes - but, they don;t want to scale, for whatever reason. They'll translate, they'll even rotate, but I try and pass a scaling matrix for the model matrix, they just ignore it. :/
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:51 JST Angle And in numbers that would have lagged the game, before. Everything goes according to Keikaku!
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:50 JST Angle Okay, was doing my scaling matrices wrong, good to know. Anyway, I got light volumes working! XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:50 JST Angle Alright, now we're drawing with the right substances! And via rendering all the different pallettes to a texture and sampling that texture, no less. Not Bad! XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:49 JST Angle Now I'm working on point shadows, and I'm most of the way through implementing it. It works surprisingly well, considering it's not finished. XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:49 JST Angle Of course, this raises the question of what I do now - do I start working on worldgen? Or do I want to work on mesh optimization?Or something else? :/
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:48 JST Angle No wait, those are the directional shadows. Well, nvm then. XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:48 JST Angle Alright, made the textures fully random, instead of repeating! XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:47 JST Angle Still working on point shadows, but I got multiple directional lights, with shadows, working properly.
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:47 JST Angle Still working on polishing up my shaders. Gotta add the dynamic shader equivalent of mipmapping, I think - the textures dissolve into static at long distances, at the moment. :/
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:46 JST Angle I don't have the point shadows doing what I want them to do yet, but I'm making progress. In other news though, this is apparently the 100th Omnicraft screenshot I've saved to share on mastodon. XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:46 JST Angle Gonna just try making things blur at long distances, see where that gets me. Haven't finished implementing it yet though. And, it turns out my randomization function has a few weird artifacts:
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:45 JST Angle Okay, got my point shadows working well! Not even giving me shadow acne. XD