gamedev reportback: gpipe renderer
end of the month so that means it's two-week project reportback time.
this two weeks, as you might have surmised, was "use gpipe to set up a better rendering environment". it went okay.
lambdacube had been pretty frustrating because it was very bespoke and had poor documentation and was also broken in some important ways. gpipe is a lot more robust, which is nice, since i can mostly stop thinking about uniforms and texture names and binding values and the like and just think about how to generate geometry. though a definite goal moving forward with this is getting robust geometry tools so i no longer have to think about generating geometry and i can focus on just making stuff. CSG here i come. hopefully.
anyway so what i actually accomplished is: a basic render setup, with the ability to load and bind textures, rotate the camera around, and (provisionally) print text. i also wrote part of a CSG setup to subtract one shape from another shape; we'll see how that goes. the next big hurdle is interface/interactivity; i'm thinking about writing some basic MVC kinda setup with primitives like 'ui item' 'menu' 'keypress' etc, so i can mostly stop manually positioning ui and hardcoding in input handlers. we'll see how that goes.
that being said my next project is probably gonna be... more rendering stuff? all these projects are kinda getting tied together at this point, so maybe what i'll work on next will be turning graphs into generated landscapes, since as nice as all of these floating houses or plants or w/e have been, really i've just been itching to generate an actual space.
this two weeks, as you might have surmised, was "use gpipe to set up a better rendering environment". it went okay.
lambdacube had been pretty frustrating because it was very bespoke and had poor documentation and was also broken in some important ways. gpipe is a lot more robust, which is nice, since i can mostly stop thinking about uniforms and texture names and binding values and the like and just think about how to generate geometry. though a definite goal moving forward with this is getting robust geometry tools so i no longer have to think about generating geometry and i can focus on just making stuff. CSG here i come. hopefully.
anyway so what i actually accomplished is: a basic render setup, with the ability to load and bind textures, rotate the camera around, and (provisionally) print text. i also wrote part of a CSG setup to subtract one shape from another shape; we'll see how that goes. the next big hurdle is interface/interactivity; i'm thinking about writing some basic MVC kinda setup with primitives like 'ui item' 'menu' 'keypress' etc, so i can mostly stop manually positioning ui and hardcoding in input handlers. we'll see how that goes.
that being said my next project is probably gonna be... more rendering stuff? all these projects are kinda getting tied together at this point, so maybe what i'll work on next will be turning graphs into generated landscapes, since as nice as all of these floating houses or plants or w/e have been, really i've just been itching to generate an actual space.