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
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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

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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.