Gaia, Priestess of the Void
@mothfuzz.bsky.social
medium-sized lesbian, nerdy musician, artsy programmer, and lover of small creatures with exoskeletons
i’ve had a bit of a slow month this month so i still have a comm slot left! info below V
*4 am thoughts* what if... I used git... for music projects...
Got a new pair of m50s today. God DAMN I forgot how bassy these were. What the hell man
compiled SDL3 statically and forked Odin to point to the static build in vendor:sdl3. I don't want to ship a freakin dll.
Sadly no, face data is only used for NPCs that use the same model as the player. However, there is something unusual in that the helmet model the player uses for the Artorias set has a hidden, partially sculpted face inside it, even though the actual Artorias model doesn't.
@zulliethewitch.bsky.social Is there face data of Artorias? Thank you!
But even still, there was something about Artorias... A certain balance of the humours...
before bed, decided to add parallax correction to the cubemaps. Who needs RTX anyway.
With that, the core of the renderer is done. Like, actually done. I might upgrade it to clustered-forward or do some optimizations here and there but the features I wanted to see in my Personal Game Engine are all there. Hooray!
downscaling the environment probe to 1x1 and using that as the ambient color proves to look Pretty Good
okay okay I've always wanted to start a netlabel, if I host it on my own site then that means I would also be hosting the file storage, meaning I could just have a back room of the site where I post all my own WIPs etc while keeping the main interface for actual Releases, that might be cool
I wish I could just post music inline in websites other than tumblr. I’d be posting my jams every freaking day
I just learned that my engine was never using mipmapping this entire time because in JS maxLodClamp defaults to 32 but in Odin everything is zero-initialized
environment probes basically almost done. Just have to add downscaling to simulate roughness, but, it's already looking great
If I wanted to write a scripting layer for my engine I’d probably want to use WASM as the target. Desktop could use a native WASM VM and web could just run it natively.
cascaded shadow mapping done. that one was a doozy mainly because I'm by default using infinite render distance. How do you fit a 1024x1024 texture to infinity without it being ass quality? well, what I did was track min/max bounding boxes of all the meshes you render... it works!
I had no idea what a perspective matrix did. TIL hardware projects pixels into 2d by just going (x, y) = (x/z, y/z). Literally just linear perspective. Actually it divides by w but same difference. Perspective matrix literally just scrunches the numbers to make a FOV/aspect ratio fit the z-divide