And we're back on the track.

I finished the event system in my engine's scripting backend. I wanted something as simple as Unity's scripting, but with more charm and flexibility. So I just added message buses and every game object can publish events and subscribe to them.

In the video left object is being rotated by script and it publishes its rotation value to the bus. Right sphere is subscribed to that event and uses this passed value for its own rotation.

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Debug UI is coming along nicely

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Plugging imgUI into my project was like finding the missing link I needed all along to make my whole data-oriented design work.

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Welcome to my project, Dear imgUI, what did I do all these years without you.

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Shadow mapping dev.

Shadow mapping dev never ends.

Found more stable algorithm for bias that rips Peter Pan out of shadows. Had to smoothstep it though to enable PCF. -_-

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Well it was inevitable.

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Have you ever become so tired of trying to fake stuff, you just ended up implementing the whole thing you've tried to fake?

All it took are one YouTube video and one ancient article.

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Added PCF and fixed piter-panning.

Also hey, self shadowing seems to work too!

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It's working, oh my god, it's w o r k i n g...

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Okay I am satisfied with the basic rendering for now.

But. But. Hear me out. I'm gonna attempt shadow mapping... AGAIN.

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