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Interests include real-time rendering and imaginary-time physics.

Currently working on a hobby game engine with the long term goal of making a highly moddable eurojank ARPG inspired by Elder Scrolls and Dark Souls!

pronounshe/him
Website / Bloghttps://rie.codeberg.page/
GitHubhttps://github.com/tracefree
Do you project the mous position onto tge axis in screen space? Calculate the point on the axis that's closest to the ray the mouse shoots into 3D world space? A secret third thing? (that's my pick)

It's funny how some things in gamedev you never ever think about as a user are actually non-trivial problems. Like say you have a transform gizmo in a 3D editor. You click one of the arrows and drag the mouse somewhere to move it.

When the mouse remains on the axis of movement it's clear where it should end up. But what if the mouse is not exactly on the axis? You still want to move the gizmo in the general direction but confined to the axis. Where to exactly? There is no right answer

successfully did a math. years of education with vectors have not been in vain

turns out in the end I don't actually like what the algorithm does but at least it did the bad thing correctly

On the plus side by the time I return to Vulkan coding the descriptor heap extension may have landed in mesa. Simplifying descriptor set management will be good

Can't wait to post screenshots / clips again soon. Been over half a year (?!) since I had any visual progress - the SQLite backend is essential but not really exciting to look at.

Still not doing any new rendering stuff in the near future probably, but editor workflow stuff mainly.

The database backend for scene representation is finally falling into place :D Integrated it into the actual engine and updated the editor application. You can load a scene, move nodes around or hide them, save, and the changes are reflected on the next launch. Previously scenes were defined in handwritten YAML files that could be loaded from but not saved to.

There's a million issues still under the hood but debugging will be easier (and more fun) with 3D scenes to look at.

coding recreationally and nobody can stop me
Once again an engine update after a two month break. Last time I left off at being puzzled about duplicated nodes in the scene after a major refactor. After digging through the pasta code I realized the model components were initialized multiple times. Not sure yet why, but the immediate issue was fixed by tracking whether components are initialized or not.

Installed #gram (https://gram.liten.app/) by @krig, an AI and telemetry free fork of the code editor zed, and started feeling my way back into the engine project :)

Doing some janitorial work first, setting up a repo for the sample game now so that there's something for people to actually run. Faced with the eternal question, where do I put game assets? I don't mind just checking them into git but I don't want to overwhelm Codeberg's servers with large files.

GRAM

Gram is an open source code editor with built-in support for many popular languages. Gram is an opinionated fork of the Zed code editor.

@tracefree I love collecting ebooks I usually never read ♥️ last year I made a tool to create a pdf from the online versions of gpugems: https://github.com/ambiso/gpugems