Sepehr Taghdisian

18 Followers
64 Following
10 Posts
Programmer - Sandbox Interactive, Ex. Ubisoft Berlin
https://github.com/septag

I went back to some old collision code I had, and rewrote it for the Junkyard. It's designed for top-down games. It's a mixture of simple 2D/3D techniques. Bare bones implementation that does the basic stuff that I need. Collision detection, ray casting and shape intersections (triggers, render queries, ..)

#WarDistractions
#FreeIran

I have ported
@sebbbi
OffsetAllocator C++ library to single C header lib: https://github.com/septag/OffsetAllocator

It doesn't use any memory allocation by itself and can be compiled with both C11 and C++20 (designated initializers) compilers.

There are many internal and architectural changes to Vulkan backend too. I'm going for the 1.3 core features plus descriptor buffers (VK_EXT_descriptor_buffer) support. It was a bit of challenge to get around it initially and the debugging process. But I feel it's well worth it. It's quite powerful.
I couldn't work much on my hobby projects since I switched jobs couple of months ago. But it's been some time that I'm back to it.
All around updates for the Junkyard. Initiated a renderer. Forward+ CS light culling. Shadow Maps. MSAA and alpha-to-coverage support. I want it to be very simple for now.
Dear ImGui via sokol_imgui.h working with the experimental sokol_gfx.h Vulkan backend :)
The best kind of apps, are system/device configuration web apps 🤌
My hobby engine's asset manager design document: https://septag.dev/blog/posts/junkyard-assetman/
Folks who want to create their own async/hot-reload asset system, might find this useful as well.

Global Switch Day. February 1st 2025.

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