Behold! A mint chocolate cake!
No, it's actually just a bunch of grass_side.jpg
I'm working on a texture manager that will handle all my texture switching so this thing can have a grass top.
The Stonewall Inn
$LAYYYTER

ellievsbear

gracie abrams
Aqua Utopia|海の底で記憶を紡ぐ

Product Placement
Game of Thrones Daily
trying on a metaphor
No title available

No title available

❣ Chile in a Photography ❣

roma★
One Nice Bug Per Day

Discoholic 🪩
Keni
Show & Tell
Cosmic Funnies
will byers stan first human second
Claire Keane
The Bowery Presents
seen from Colombia
seen from Czechia
seen from Germany

seen from Türkiye
seen from Colombia

seen from United Arab Emirates
seen from Austria

seen from Malaysia

seen from Brazil
seen from Malaysia
seen from United States
seen from Bangladesh

seen from Malaysia
seen from Bangladesh
seen from Panama

seen from Italy

seen from Iraq
seen from Colombia

seen from United States
seen from Bangladesh
@cyerdoesgamedev
Behold! A mint chocolate cake!
No, it's actually just a bunch of grass_side.jpg
I'm working on a texture manager that will handle all my texture switching so this thing can have a grass top.
I knew writing my own game engine was gonna be hard, but dang is it hard.
I have a camera that can freely explore 3d space now.
So I fiddled with it some more and it's not the uniform matrices I think. I was drawing the same vao a couple of times as per the learnopengl tutorial and taking it back down to once has chilled it out.
I'm running a test today to make sure it doesn't hit 4gb of vram and crash again while I go out.
Okay OpenGL is being difficult, I have this memory leak that's only present/apparent when I use a uniform matrix in my vertex shader.
So I'm following the learnopengl.com tutorials and I got stuck for a while a few steps before this because for some reason I couldn't get my vertex shader to actually move the quad how I wanted.
At some point it just started working properly, I don't really understand why because I undid what I changed and it still worked. I am so damned confused.
My co-designer sent me that texture for the side of a grass block, and I've been getting good use out of it.
So a week or two ago I started working on a block game because like I grew up on Minecraft but I feel like it updated its charm away a long time ago and it's somewhat direction-less with its updates.
Now I tried to make it with Godot, a free, open source game engine, and I got pretty far in, I was rendering blocks and everything. But I felt like I was fighting the engine the whole time, it wanted me to do things in ways I don't want to do. I don't want to use their front end, and I hate the limitations of Godot's base tools.
So first I tried to check out Monogame/XNA, the framework that Stardew Valley and Terraria are built on, but there's no tools for building 3D games which is somewhat fundamental for a voxel based game.
So I've spent the last two days learning OpenGL, and I'm not looking forward to all the matrix math I'm going to have to do, but at least there are resources on learning how to make all this work.