

I recently re-implemented my asset import system to make it much more flexible. Instead of having each tile variation in its own PNG, I can now make a tile set as one image. I can reference either the whole thing as a tile's texture to make it animated, or I can reference individual "frames" to have multiple tile textures in one image. Makes things like this way easier... #gamedev
I added hot reloading of C++ gameplay code to my game :D
This is possible because "engine" code and "gameplay" code is split into different shared libraries. So when you hit F5, it compiles a new shared library for the gameplay code and loads the new one (as well as reloading all the assets etc).
Kind of an obscure talk, but if you find #3D lighting and/or Overwatch interesting, you might enjoy this talk. The debugging tools were neat to see.
They started work on overhauling the global illumination before Overwatch 2 even launched in 2023. In late 2024, they started shipping the new lighting system.
https://youtube.com/watch?v=0PlxPCq-DbQ#gamedev
I recently re-implemented my asset import system to make it much more flexible. Instead of having each tile variation in its own PNG, I can now make a tile set as one image. I can reference either the whole thing as a tile's texture to make it animated, or I can reference individual "frames" to have multiple tile textures in one image. Makes things like this way easier... #gamedev
Working on a new, more fancy tile set for more fancy tree structures.. #gamedev
So I'm rendering stuff in the following order:
1. Background image
2. Background fluid color, opaque
3. Sprites etc
4. Foreground fluid color, transparent
So where there's fluid, you should not see the background image, right
SO WHY DO I SEE A BACKGROUND IMAGE
Worse, if I remove the call to draw the foreground fluid, OR make the foreground fluid transparent, IT BEHAVES AS I EXPECT AND THE BACKGROUND IMAGE GOES AWAY
What the actual fuck
Kind of an obscure talk, but if you find #3D lighting and/or Overwatch interesting, you might enjoy this talk. The debugging tools were neat to see.
They started work on overhauling the global illumination before Overwatch 2 even launched in 2023. In late 2024, they started shipping the new lighting system.
https://youtube.com/watch?v=0PlxPCq-DbQ#gamedev
I've been having some thoughts about my game's windowing library. I use #glfw and am mostly happy with its API. But I'm not sure I wanna keep using it. I have weird stacking order and focus bugs on macOS, and window resizing is SUPER laggy on #GNOME #Wayland. Those are really the only two platforms I use.
I used to use #SDL to create windows. I moved to GLFW because SDL is overkill, but maybe I should go back.. if I can't find a way to make GLFW less broken that is #linux#gamedev #programming
I added hot reloading of C++ gameplay code to my game :D
This is possible because "engine" code and "gameplay" code is split into different shared libraries. So when you hit F5, it compiles a new shared library for the gameplay code and loads the new one (as well as reloading all the assets etc).
So I'm rendering stuff in the following order:
1. Background image
2. Background fluid color, opaque
3. Sprites etc
4. Foreground fluid color, transparent
So where there's fluid, you should not see the background image, right
SO WHY DO I SEE A BACKGROUND IMAGE
Worse, if I remove the call to draw the foreground fluid, OR make the foreground fluid transparent, IT BEHAVES AS I EXPECT AND THE BACKGROUND IMAGE GOES AWAY
What the actual fuck
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