Finally so free!


Well, bad news: it already took some massive while, and the build will still take some more (not as much as it already took tho). Yet: yeah, yeah, see ya, tunnel (it still will be there tho, mostly untouched, and still running on the good old tested code), we are finally heading into the open! But what do we need for this? Well, a somewhat flexible engine, maybe? So, crazy as it sounds, I tried to give it a shot. New collision model no longer relying on the dedicated collision meshes, also used for hit-tracking etc (because those meshes took too long to make, and now I need none), new automated culling system, exterior lighting system with sun shadows and stuff, map loader framework to load and cache OBJ meshes along with all the materials etc, and spawn them as instances, tons of branching between the old and new code... Yet it somewhat works! The images below are just a photogrammetry scan I found somewhere on the web and just fired off using literally a couple of lines of code (as it will take some massive construction, most of the level building process is automated already, and you literally just call out an import function to import each model, and next create the instances of it wherever you need - the "engine" should take care of all the importing work, convert the textures (preventing the double-loading, by the way), create the needed shaders... Well, no idea if I'll actually use this scan in the final build, yet now it looks so fake I can not resist to share the outcome :)


Get Project "Constraint"

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