Programmer at https://elemental.games
| Portfolio | https://eeromutka.github.io |
| Youtube | https://www.youtube.com/@eeromutka |
| Portfolio | https://eeromutka.github.io |
| Youtube | https://www.youtube.com/@eeromutka |
I decided to clean up the code for my Vulkan prototype renderer I wrote a year ago. I also wanted to put the source code up for anyone to learn from!
Here are some *brand new* screenshots :)
Link to the repo (stars appreciated!):
https://github.com/EeroMutka/Vulkan-PBR-Renderer
Been trying to get a renderer up and running with model and texture loading. I accidentally got the UE4 Sun Temple - scene running using the editor's font atlas texture instead of the actual textures. Whoops!
Some work on my UI system and a "generic data editor", which I plan on expanding into more proper gamedev tools.
I implemented drag n drop today!
Just another tree.
Tree simulation WIP
Tree generation is going great ๐
This week, I started working on a new little portfolio project - a procedural plant/tree generator using C++.
I'm trying to study the biology of plant growth and simulate that in a way that would lead to nice animations.
It's very basic atm, but still fun to look at!
Occasional programming tip #1:
Make vector types usable as arrays. It's more flexible, as it lets you express an X/Y/Z axis with a variable that you can pass into a function, or take from a for-loop.
I've found this very useful when writing UI code!
The past week I've been working on a box drawing tool and implementing grid snapping to the editor. It's almost starting to feel usable!