Kana Miyoshi

@Elusive_Fluffy
35 Followers
19 Following
263 Posts
She/Her. Mute Vtuber and game dev trying to have a nice time streaming and make enjoyable games
Pfp by: https://twitter.com/Mewwps
Twitchhttps://www.twitch.tv/kana_miyoshi
Main Youtube Channelhttps://www.youtube.com/@KanaMiyoshi
VOD Youtube Channelhttps://www.youtube.com/@KanaMiyoshiVODs
Discordhttps://discord.gg/3dnSJnQDwQ

@dr_muesli

Yeah, hopefully I'll get to start working on them soon

Been working on a level editor integrated into my engine, so I can easily switch between the editor and gameplay. So far I've gotten most of the core features done, including a full undo/redo system, which works with all the fields in the editor
#gamedev #customengine #screenshotsaturday #indiedev

@jakub_neruda Oh, ok, it does sound handy that it includes all those libraries for you and helps with cross platform stuff.
For my engine I'll mostly just be focusing on 3D, I did consider using OpenGL, but DirectX11 just felt cleaner and nicer to me, even though its windows only (and I guess technically xbox too), which is fine for me.

I'm not sure about that too with XInput controller compatibility.

Nice, thats good atleast with the 3D renderer. Can imagine it being tricky to have run well

@jakub_neruda Oh, nice, that sounds like a good foundation. I hadn't really heard of SFML or TGUI before

That sounds like a tough challenge to build a 3D renderer like that, good luck with it when you get around to it

Also just realised another library I'm using is xinput for controller input, I'll probably use a library for audio too, maybe will use something like openAL

@jakub_neruda Same, I'm quite liking the flexibility that it gives, even if it is harder and more time consuming making it from the ground up

I'm using C++ and DirectX11, with minimal libraries added, so far I'm only using imgui (for debug UIs) and DirectXTK (but so far only used the image loading functions from it). Mostly not using many libraries to learn about how things can be made and have everything more tightly integrated together. and one of the reasons I'm making an engine was to learn

@dr_muesli

Glad you like seeing my progress. It will come in handy for that, even though I'll still have real time lighting it could still be used as a much cheaper basic global illumination or deeper shadows

I try my best to add all the details I want as best as I can 

@dr_muesli
Nice, that looks quite pretty, I like how it looks

Added colour tinting from the collision mesh's vertex colours, which is fairly cheap to do

This is something I kinda wanted to do in unreal engine but I think isn't easily possible with it, but now that I'm making my own engine I can add whatever I want  
#gamedev #customengine #screenshotsaturday #indiedev

@dr_muesli

Yeah, I'm happy with the flexibility of being able to make the engine the way I want with more of a focus on having things data driven.

Yeah, still alot more systems left to develop, but slowly getting there. Glad you enjoy seeing my progress on it 
Aww, thanks, I'll try my best to make it as good as I can *wags*

I hope I'll keep motivated too, but I probably will with how much I'm liking developing it in the way I want and the variation of systems to develop

@dr_muesli
Maybe after that I'll start working on a level editor, but not sure yet if I'll do that right after