Last post of the year! Small demo of making objects in the viewport active/inactive.
Its great to reflect on how far this project has come in the last 6 months, looking forward to seeing what 2024 will bring!
#gameenginedevelopment#opengl#openal#java#game#engine#lwjgl
Another progress update on the Animator component. The Animator state machine is finally implemented, and states can transition into one another, always reverting back to a default.
Lots of optimizing left though!
#indiegamedeveloper#java#opengl#lwjgl#statemachines#engine
Excuse the poor quality, still figuring out OBS settings.
Here is the first working example of the new Scriptable component system in action! Below, the player movement is controlled completely by an independent script, loaded in at runtime!
#IndieGameDev#opengl#java#lwjgl
Finally figured out the colour correction. In the process of rendering to the FBO and capturing pixel data in a ByteBuffer, the colour channels got mixed up, RGBA -> BGRA. So some bitshifting was needed. Anyway onto the fun stuff
#opengl#lwjgl#indiegamedeveloper#gamedev
Finally feel like progress is being made. Here we see the OpenGL context being rendered to a JavaFX Canvas object (in real-time). Making good use of FBO's for this one. Now to sort the colour issue out 🤔
#java#lwjgl#opengl#gamedev#indiegamedev#gameenginedevelopment
Not had nearly enough time to work on this today, but started working on making ParticleEmitter components movable. Next up is to allow collisions without the PE Mesh component rendering
#gameengine#gamedevelopment#opengl#lwjgl#particles
Current short term plan is completing ParticleEmitter component, potentially starting on our SDK for Particle editing. Thoughts on what should be done next?
#gamedev#gamedesign#lwjgl#opengl#java