Thomas Herzog is a user on mastodon.gamedev.place. You can follow them or interact with them if you have an account anywhere in the fediverse. If you don't, you can sign up here.

Thomas Herzog @karroffel@mastodon.gamedev.place

Say hello to Puffy! Or at least what will be Puffy when finished ๐Ÿก

#b3d

Still working on Godot's GLES2 PBR implementation, getting closer... :)

Environment mapping in GLES2 is starting to shape up!

When GDScript knows you might not be returning in some code path.

New progress report! Talking about CPU calculated skeletal animations, GDNative improvements as well as some skybox rendering \o/

godotengine.org/article/gles2-

I updated GodotEngine's OAHashMap to use robinhood hashing, then I did the same for my no-dependency-single-header library.

Robinhood hashing is quite cool, I like it! ๐Ÿ˜„

Skybox is now rendering, here with a ProceduralSky. This is the first step towards the PBR implementation with GLES2! ๐ŸŽ‰

update!

@QbieShay added keyboard controls to our penguin snowball fight game: Poongoons. ๐Ÿง

Now two players can play on a keyboard!

There's still no sound or "gamemodes" (timer runs out, reach a certain score, etc), so it's just brawling around for now :D

Read about it (and download and test it ๐Ÿ˜ˆ ) here:

thola.itch.io/poongoons/devlog

Over the last two days I worked on a few single-header, cache-friendly and dependency-less data structures in C++.

So far this repository contains
- hashmap
- hashset
- memorypool

Each of those types doesn't do any dynamic memory management. All the memory that they operate on is user supplied.

The hashmap and hashset also don't perform any hashing, the caller has to provide the hashes instead.

It's decently documented ๐Ÿ˜‹

Maybe this can be of use to someone :)

github.com/karroffel/cfstructs

Happy !

@QbieShay and I made a small party game featuring penguins and snowball fights!

The game is still in development, this is a pre-alpha release, but we wanted to share!

thola.itch.io/poongoons/devlog

A new progress report. Now with some actual 3D screenshots! Most of the work was refactoring, but I hope it's an informative read about the journey anyway. Also it's never a bad time to learn about Godot internals and graphics :)

godotengine.org/article/gles2-

Today was such a day... spent roughly 4 hours bug hunting. And at the end all I did was remove one line of code in one project and changed order of some statements in another project and now - all issues gone (for now).

These issues have been there for weeks, if not months, and it feels good to know that they are resolved now, but I don't really feel productive spending my whole day changing like 15 lines of code.

But hey, those 15 lines of code held me back for weeks, now I can continue! \o/

SpatialMaterials are now working!!! (the mesh is flipped, not the texture) Did some refactors in the Shader and Material implementation, added an alpha draw pass (which is a bit dark for some reason, but I'll figure that out ๐Ÿ˜€)

Yay for steps towards more kinda-usable 3D!

I posted a new progress report about the first steps towards 3D rendering and some GDNative ecosystem updates! godotengine.org/article/gles2-

Temporary textures and environment to test how all the colors feel togheter

Apparently the book about @godotengine that I co-authored is already available to buy as an e-book. I hope it's helpful for people out there using the engine!

informit.com/store/godot-engin

Shaders and ShaderMaterials are now mostly working in 3D. Even the SpatialMaterial can be used, but there are some bugs with texture binding state not updating, but we're getting there!

Okay, so here is that game video again. For some reason it didn't embed last time? :D