Started work on the opening map for 'Mercury' - i'm more a coder/desginer than 3D artist, but it's still helping further the engine. #gamedev#indiedev#virtual3D - new features incl alpha mapped rendering/shadow mapping, as seen with the fence.
As the bsp input results in a single multi-component mesh, raytracing can be map wide with a single change. Here it is, with real time reflections/rt shadows. #gamedev#indiedev#virtual3D
ok updated it to now use the real time lighting/shadows of the engine. it only works with maps that have lights a part of the pk3, otherwise it's lightless. #gamedev#indiedev#virtual3d all shadows are real time, so the lights can move.
I have implemented a BSP map loader. You just drag/drop a pk3 onto the scene, and the engine does the rest. Not finished, but working well. #gamedev#indiedev#virtual3D -
Ok now it automatically generates/updates a Visual Studio solution/project for your specific project, so you can use intellisense/copilot etc when coding your classes. #gamedev#indiedev#virtual3D
Ok updated project manager to work with the new vulkan renderer, scene systems etc. Here is a simple test 'initial' state - #gamedev#indiedev#virtual3D - this blends procedural coding with scene based 3D.
@KaizenYumi It will be a few demo scenes, and a fps project called "Mercury", to help further develop the engine. The type of art would be levels(maps) and perhaps skeletal meshes(characters)