I made a pleasant little seascape in #TangerineCSG tonight 😌

I made a bit of progress on the new meshing system for #TangerineCSG this weekend.

Yesterday I worked out how to enumerate all of the cells, faces, and vertices for a rhombic dodecahedron lattice with only integer math!! Today I rewrote the C++ prototype to make use of that.

This screenshot is not representative of the final result (I'm still missing some parts that will greatly improve the quality and accuracy of the final mesh), but I dig the accidental particle system vibe going on here.

I made some progress today on building the new meshing system for #TangerineCSG! This doesn't have the convex hull clipping system I had in my earlier prototype yet, but everything looks otherwise correct so far :O
tinkering with an old sketch #TangerineCSG
I meant to post a picture of this earlier, but here's a demo of the new oklch support I added to #TangerineCSG last night. I've always found building color pallets to be clumsy and disappointing, so I'm really excited to now have something that's pretty good at transforming individual colors into sets of colors that compose well.

I finally rewrote the board generator for my Sigmar's Garden clone last night. Now it is able to generate harder boards, and the generated boards should always have at least one valid solution.

I also added a button (top right) that resets the game with a new random board. It is very fast, and I'd show it off here, but mastodon doesn't like the video I tried to upload so you get a screen shot instead.

#TangerineCSG

Finally starting to implement illuminated materials 😎 #TangerineCSG
@ayrill I've posted some example here with the hash tag #TangerineCSG . It's quite functional as a 3D tool, but pretty lacking as a game engine at this time of writing.
I implemented some support for color ramps tonight, and added an isosurface debug material to test it. #TangerineCSG

I started implementing oklab color in #TangerineCSG (so far this just means supporting css's "oklab(L a b)" color expression).

The first image is corresponds to the examples on https://developer.mozilla.org/en-US/docs/Web/CSS/color_value/oklab

The color conversion happens on the CPU, so vertex color interpolation is still sRGB (second image).

Since I'm not doing any lighting on the GPU, I wonder if it would look nicer in general to have vertex colors be oklab, and do the sRGB conversion in a post processing pass?

oklab() - CSS: Cascading Style Sheets | MDN

The oklab() functional notation expresses a given color in the Oklab color space, which attempts to mimic how color is perceived by the human eye.

MDN Web Docs