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I can now load the textures from the scene.
I have a separate Texture Compiler library that can generate mips and compress the texture to BC7.
In the 2 screenshots, the same view without/with basic lighting. No shadows yet.
#directx12#vulkan#gamedev#indiedev#IndieGameDev
I have reworked my mesh loading code and I'm now able to load the famous Sponza model. It is the "Hello World" of 3D graphics programming. 😊
I'm loading the normal maps to have more detailed geometry. Next on the list is camera controls.
#gamedev#indiedev#IndieGameDev
The mesh sample works on iOS 26 with motion controls. It shares the exact same C code than the desktop version.😊
The sample is written in C23. Check the source code here: https://t.co/cDBjYreusz
#gamedev#indiedev#IndieGameDev#apple#ios#ios26#iphone
@risc_v@thepine64 4️⃣ It switches to U-mode to run user code.
5️⃣ System calls or hardware interrupts switch the kernel to S-mode and return to U-mode afterward.
While working on my hobby OS for RISC-V 64-bit, I struggled to find the correct boot sequence to make it run on real hardware.
I'm using the Star64 @risc_v board from @thepine64.
Here is the boot sequence when the image is loaded from an SD-Card:👇
#RISCV#indiedev#osdev#c
@risc_v@thepine64 1️⃣ After CPU reset, U-Boot SPL runs in M-mode, brings up DRAM and loads OpenSBI.
2️⃣ OpenSBI completes early HW init, then drops to S-mode and jumps to the Kernel.
3️⃣ Kanso kernel (S-mode) will handle memory, scheduling & IPC.
I've added functionality for the PS5 DualSense controller to my cross-platform gaming library. 😊
Feel free to explore the source code: https://t.co/gVv7J2nci7
#directx12#vulkan#gamedev#IndieGameDev#dualsense
This is what happens when something goes wrong while refactoring the geometry data layout. 😅
The sample is written in C23. Check the source code here: https://t.co/cDBjYreusz
#directx12#vulkan#gamedev#IndieGameDev
I have implemented input management that works on Windows, macOS and Linux.
To test it, what better way than to apply some cool motions to my 3D model viewer. 😊
The sample is written in C23. Check the source code here: https://t.co/cDBjYreusz
#directx12#vulkan#gamedev
My small micro-kernel OS written in C23 now has a GitHub automatic build pipeline that runs the tests with the emulator on supported architectures.
It also builds hardware images so I can just burn the image to an SD card to test the build.
#RISCV#C23#UnitTesting#github
I have implemented a basic OBJ file loader and I can render a 3D model with Mesh Shaders. It works on all platforms: DirectX12, Vulkan and Apple Metal.
The sample is written in C23, check the source code here: https://t.co/cDBjYreusz
#directx12#vulkan#gamedev
Writing low-level code in C23 doesn't mean you can't do unit testing.
I built a simple library with a few lines of code that lets you write unit tests that look like those in other test frameworks.
Check the source code here: https://t.co/VAQCpu0Eaf
#RISCV#C23#UnitTesting
I've developed a compute shader sample for my graphics library, Elemental, using a beautiful fractal to test it.
It runs on Windows, Linux, MacOS, and iOS, and is written in C.
Check out the source code: https://t.co/AftA0TyElf
#directx12#vulkan#gamedev
I'm working on a microkernel for the RISC-V 64-bit architecture using C23 as a learning exercise.
I've successfully output text via UART on both QEMU and actual hardware! 😊
I'm using the Star64 RISC-V board from @thepine64.
It's a start. 🙂 #RISCV