#2Dreams game engine

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plush radish
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why transition to windows, when you can stay on linux

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also welcome to the shop

plush radish
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you can also cross compile for windows with mingw though

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but

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make your game work on one platform first

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before thinking other platforms

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you seem to be new to the whole game (sic) anyway, so dont worry about it yet

plush radish
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GL_RGBA8 and GL_RGBA and GL_UNSIGNED_BYTE

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since you most likely be using stb image to load the pixel data from disk, which you should request with 4 channels (rgba) and not leave it as 0 (last param of that stbi_...load call

plush radish
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that is something every noob gets wrong lol

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are you using sdl3? or sdl2 and its sdl_renderer?

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dont mix sdl_renderer bits and opengl then, if you use sdl_renderer

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or just use sdl and its window/input subsystems

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ah

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ok

plush radish
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factorio clone incoming

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im excited ๐Ÿ™‚

plush radish
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posting on social media is a bummer

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i dont mind it to be cartoony

pearl ore
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I've removed the previous posts, because I'm not sure how to treat this account yet.

pearl ore
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I was playing around a bit with shaders.
Chromatic Aberation with a sub 1 texel offset doesn't look that bad and makes the image a bit softer.

I will have to revamp the """crt""" dot filter and make the noise temporal.

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I also consider using a box filter to reduce number of texture sampling for brightPass blur from 18 to 4/5.

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So far this is how the API looks like and I have in plans some form of easier way to setup order of pipelines than the manual task of picking the right framebuffer input textures all the time.

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Currently there's no shader re-use, so if multiple pipelines ask for "res/shaders/passthrough.vert" they all request shader compilation and read from a file and free shader textFile, for now I don't think there will not be enough shaders for it to be a problem.

There's lots to work on still.