Media Summary: Added a tasty optimization this morning. Each light source now only has its shadowmap updated if one or more axis alignedΒ ... I have a faster workflow for generating low poly multiple convex mesh collision shapes now, used here for the pillows, sofa, andΒ ... Today I'm gonna implement collision detection, UBOs for lights and the matrices, and splitscreen I run a Discord server calledΒ ...
Opengl C Game Engine Dev - Detailed Analysis & Overview
Added a tasty optimization this morning. Each light source now only has its shadowmap updated if one or more axis alignedΒ ... I have a faster workflow for generating low poly multiple convex mesh collision shapes now, used here for the pillows, sofa, andΒ ... Today I'm gonna implement collision detection, UBOs for lights and the matrices, and splitscreen I run a Discord server calledΒ ... Just a small walk inside my procedurally generated 3D terrain. Done using: This video is part of a new series where I construct a 3D graphics In this video, I show my progress of learning
Exploring and attempting to recreate Noita's "Falling-Sand" Simulation from scratch using C++ OpenGL Game Engine Scene States + New scene panel UI