refined the 3d cursor a bit.
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@cwebber it's fine i'll just do a nice vibey PSX low poly style for models instead
@eniko I think even Star Fox 1 style SuperFX graphics would work really well
Have you seen https://www.youtube.com/watch?v=RNa39u4fV1w ? I really like that style resurrection
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@lisyarus atm it's just drawing it wherever I'm pointing at atm since I was just figuring out how to draw the decal at all
@eniko Ahhh, I see!
In one old voxel project I just showed a tiny UI progress bar above the crosshair, that's it. It fit the sci-fi theme nicely, though!
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i can now overlay a block breaking decal on blocks, and it works on blocks with shell texturing and even nominally on objects like ferns and flowers
i draw the block's faces again using the stencil buffer, then draw the breaking decal with depth read/write off, masking using the stencil buffer
the way it works for ferns/flowers is i just draw all faces of the breaking pattern block, and any pixels outside the object model are masked
major milestone in block game development: the first actual gameplay! you can go around and hold the left mouse button on blocks in order to break em :D
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major milestone in block game development: the first actual gameplay! you can go around and hold the left mouse button on blocks in order to break em :D
just discovered that the shell textures on leaf blocks do a really cute thing when they surround another block :3
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just discovered that the shell textures on leaf blocks do a really cute thing when they surround another block :3
changed the way block breaking work. 3d cursor now changes to encompass the whole block and the breaking decal is shown on all faces
i'll probably change the cursor to full block vs face (or no cursor at all) depending on what your currently held item is later but for now this works
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changed the way block breaking work. 3d cursor now changes to encompass the whole block and the breaking decal is shown on all faces
i'll probably change the cursor to full block vs face (or no cursor at all) depending on what your currently held item is later but for now this works
not 100% sure what to do about hidden corners. should they show through other geometry with xray vision or just not be drawn?
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not 100% sure what to do about hidden corners. should they show through other geometry with xray vision or just not be drawn?
time to turn in for the night but i managed to get some item icon rendering going
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time to turn in for the night but i managed to get some item icon rendering going
current status: agonizing about what to do for font rendering. do i wanna do truetype fonts, or use pixel art fonts
does my old truetype font implementation even still work at all?
edit: nope my truetype implementation is gone so if i wanna go with something i already have i guess it's pixel fonts
edit2: ok i can feel the life draining out of me just researching font systems so for now i'll just go with what i have and works: pixel fonts
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current status: agonizing about what to do for font rendering. do i wanna do truetype fonts, or use pixel art fonts
does my old truetype font implementation even still work at all?
edit: nope my truetype implementation is gone so if i wanna go with something i already have i guess it's pixel fonts
edit2: ok i can feel the life draining out of me just researching font systems so for now i'll just go with what i have and works: pixel fonts
@eniko the only real limitation of pixel fonts IME is the scalability (at least beyond integer scaling).
There's also the issue of supported alphabets/glyphs, but unless the game will have user strings this is at least something you control.