Weep Engine Source Code
Decided to push my toy game engine’s sources to Github:
https://github.com/tapio/weep
https://github.com/tapio/weep-media

seen from Italy

seen from Germany

seen from Malaysia

seen from Malaysia
seen from Japan
seen from China
seen from Indonesia

seen from Belgium

seen from South Korea
seen from Japan

seen from United States

seen from Japan
seen from United States

seen from Russia
seen from China

seen from Italy

seen from New Zealand
seen from Germany
seen from United States
seen from New Zealand
Weep Engine Source Code
Decided to push my toy game engine’s sources to Github:
https://github.com/tapio/weep
https://github.com/tapio/weep-media
Built-in GIF recorder :D
Reflections, animation, shader generating...
Got dynamic reflections mostly working. They are implemented similarly to the point light shadows, i.e. using a geometry shader to render all cubemap sides in one go. There is currently only one reflection “probe” used, with its position put to the closest object in frustum that has a reflecting surface.
Another rather big feature is a basic skeletal animation system: bones and animations loaded from IQM files and animated in the vertex shader (also supported in shadow and reflection passes). Still needs e.g. animation blending and good models to play with, though.
One more thing to mention is a new system that automatically generates a suitable permutation from the über shader that matches the assigned material properties. Previously I needed to predefine all shader variants I might use and reference them in materials. Now the system can automatically add e.g. #define USE_SPECULAR_MAP to the shader if there is a specular map specified. This makes it very easy to experiment with whatever combinations of material properties and also automatically produces matching variants to use with depth and reflection passes.
Seeing these features come into fruition has been fun although the little game project “Sky Runner” mentioned previously has been sidelined for now.