naps are handy for game design
-
whew ok that's a bit better
bad news everyone i installed windows
-
bad news everyone i installed windows
omg so I was going to make the windows separate meshes for material assignment reasons, but what if I also made it so you could roll down the windows (but only the driver's side while driving because you have to operate it with a little crank on this care there's no motor to do it for you)
-
omg so I was going to make the windows separate meshes for material assignment reasons, but what if I also made it so you could roll down the windows (but only the driver's side while driving because you have to operate it with a little crank on this care there's no motor to do it for you)
not actually going to happen because the controller is going to be busy enough with the normal functions of the car, but it is fun to think about
-
not actually going to happen because the controller is going to be busy enough with the normal functions of the car, but it is fun to think about
Some more progress on the car today. I'm not going to keep with the PBR materials look in the game itself, though I think it's kind of funny how slapping on some PBR materials turns it makes the rough mesh look like a stuck LOD instead of something intentional.
-
Some more progress on the car today. I'm not going to keep with the PBR materials look in the game itself, though I think it's kind of funny how slapping on some PBR materials turns it makes the rough mesh look like a stuck LOD instead of something intentional.
also I made a sky generator
-
also I made a sky generator
I got the sky dome and most of the :car: rendering via OpenGL ES2 today
-
I got the sky dome and most of the :car: rendering via OpenGL ES2 today
I did something really bizarre and set the unit scale to 1/30 in the blend file a ways back and I do not remember why. This made getting the wheels back on the car more complicated than it needed to be.
I'm going to have to figure out later how to undo the unit scale without changing any of the measurements 💀
Anyways, here's the car now with wheels!
-
I did something really bizarre and set the unit scale to 1/30 in the blend file a ways back and I do not remember why. This made getting the wheels back on the car more complicated than it needed to be.
I'm going to have to figure out later how to undo the unit scale without changing any of the measurements 💀
Anyways, here's the car now with wheels!
just in time for me to realize it's 3am and I need to go to bed and get up in time for an MRI tomorrow woo
-
just in time for me to realize it's 3am and I need to go to bed and get up in time for an MRI tomorrow woo
i highly recommend drawing 19,359 (instanced) trees you will not regret drawing 19,359 (instanced) trees
-
i highly recommend drawing 19,359 (instanced) trees you will not regret drawing 19,359 (instanced) trees
you ever wonder how fast you can page 8 km map tiles in and out of jolt physics
-
you ever wonder how fast you can page 8 km map tiles in and out of jolt physics
(i have no idea)
it looks like if the car were for some reason moving 1000 miles per hour, that would give me about 17 seconds to swap in map tiles, which should hopefully be more than plenty as only the road is going to have a physics representation
-
(i have no idea)
it looks like if the car were for some reason moving 1000 miles per hour, that would give me about 17 seconds to swap in map tiles, which should hopefully be more than plenty as only the road is going to have a physics representation
my current plan to make geometry and texture streaming lickety split is to simply not bother and load all of the models and textures into memory up front, and use instancing where possible. I figure most map tiles will be a spline or mesh for the road, a point cloud for instancing trees and grass, and a few odds and ends like road signs, the occasional house, guard rails, and so on. the map tiles will probably also have an elevation map
-
my current plan to make geometry and texture streaming lickety split is to simply not bother and load all of the models and textures into memory up front, and use instancing where possible. I figure most map tiles will be a spline or mesh for the road, a point cloud for instancing trees and grass, and a few odds and ends like road signs, the occasional house, guard rails, and so on. the map tiles will probably also have an elevation map
originally i wanted to have the routes be procedural by stitching together tiles semirandomly, but i've since soured on the idea so instead the route will be completely fixed and probably linear, but the game will be able to swap out the next map tile for a terminus if you don't pass its time gate. on the plus side this means racing ghosts will be viable.
mym had a great idea that i'll likely incorporate, which is to have a racing poltergeist (solid racing ghost) mode
-
originally i wanted to have the routes be procedural by stitching together tiles semirandomly, but i've since soured on the idea so instead the route will be completely fixed and probably linear, but the game will be able to swap out the next map tile for a terminus if you don't pass its time gate. on the plus side this means racing ghosts will be viable.
mym had a great idea that i'll likely incorporate, which is to have a racing poltergeist (solid racing ghost) mode
ah, jolt only supports <5 km worlds without turning on double precision. I wonder if it'll let me seamlessly finesse map chunks and the car around as needed instead
-
ah, jolt only supports <5 km worlds without turning on double precision. I wonder if it'll let me seamlessly finesse map chunks and the car around as needed instead
I got my little demo rendering to a texture last night.
-
I got my little demo rendering to a texture last night.
This ended up being a bit of a journey because ES2 doesn't really give you good options for frame buffer formats and doesn't support MSAA frame buffer objects, and doesn't have either of these things exposed as extensions (or at least not any that appear on the three machines I care about) soooo I made a best effort to make it workable with the barebones frame buffer objects ES2 provides, and made it so it can upgrade to ES3 for better frame buffer objects when it is available.
-
This ended up being a bit of a journey because ES2 doesn't really give you good options for frame buffer formats and doesn't support MSAA frame buffer objects, and doesn't have either of these things exposed as extensions (or at least not any that appear on the three machines I care about) soooo I made a best effort to make it workable with the barebones frame buffer objects ES2 provides, and made it so it can upgrade to ES3 for better frame buffer objects when it is available.
In practice what that means is really old hardware can still have screen space distortions, there will just be banding (until I add dithering) and no MSAA, but the only such hardware I have to test this on doesn't support MSAA anyway.
Once I add dithering, I'll probably use RGB8 for the main frame buffer in all modes and so the only difference will just be ES2's lack of MSAA.
-
In practice what that means is really old hardware can still have screen space distortions, there will just be banding (until I add dithering) and no MSAA, but the only such hardware I have to test this on doesn't support MSAA anyway.
Once I add dithering, I'll probably use RGB8 for the main frame buffer in all modes and so the only difference will just be ES2's lack of MSAA.
oh cool, the rain effect actually does a pretty decent job obscuring the banding (the video shows ES3, I just tried it with ES3 features compiled out just now and it looks fine)
-
oh cool, the rain effect actually does a pretty decent job obscuring the banding (the video shows ES3, I just tried it with ES3 features compiled out just now and it looks fine)
i figured out how to "build jolt physics". no idea how to "use jolt physics", but i'm sure that's probably surmountable. this thing is 19 megs tho holy smokes
-
i figured out how to "build jolt physics". no idea how to "use jolt physics", but i'm sure that's probably surmountable. this thing is 19 megs tho holy smokes
maybe i should just see if i can write something reasonably fast for doing ray-triangle hit queries on low poly terrain before i bring in the titanic