This is what happens when you accidentally screw up your translation matrices
Shadows Video Demo 1
Made a quick video to show the current state of the shadows and lighting in real time.
Shadows Are Slowly Getting Better Looking
Player Collision Is Working
I made it so every time the player resolves collision with a block it would change the block to glass or cobblestone.
Collision Testing Area
Making a collision testing course to test the movement/collision system
AABB Vs. Ray Test Seems To Be Working
Voxel Engine Demo Video
I made a quick demonstration of the voxel engine thing I'm currently working on. Check it out:
OpenTK Platformer Source Code (kinda)
So I've looked through my project archives and I was unable to find the original source code I made for the video tutorials of the OpenTK Platformer Tutorial Series. However I did find a working copy of my example I made off stream beforehand to work out the bugs. It should be quite similar to the original video series' code and if you're looking for something to to mess around with it should do the trick:
2016 Gallery 8: DirectX Voxels
Started working with voxels again. These are drawn using the dynamic buffer
Testing all the different Voxel Types' texture mapping. The textures used here come from Sphax PureBDCraft for minecraft (http://bdcraft.net/)
Added static buffer generation and the ability to add multiple chunks.
Added ray-casting method to find the block you are looking at
Built a crappy house for testing purposes.
Switched to original minecraft textures since they are lower resolution. Added a lot more chunks with a spherical view distance. Haven't done any Frustrum Culling yet so the view distance is pretty tiny
Started working with an alternate method for rendering that uses a area fill method to find everything up to a certain distance.
Added some ray-casting to the rendering to make some rudimentary shadows
The shadows don't look very nice yet on uneven terrain
2016 Gallery 7: DirectX Initial Tests
Copied some code for making a sphere and converted it to C for DirectX. The colors are simply set by the (x,y,z) coordinates of each vertex
Enabled default lighting in DirectX and generated random colors for the sphere. Also added a cube
Had a spot of trouble when trying to pass texture information to DirectX
Eventually got the texture problem fixed.
Changed the background color, tested drawing a single vertex buffer with different transform matrices, and got the 2D rendering working on top of the 3D world.
Trying to get stb_truetype.h to render text for me. Had a problem with DirectX wanting square textures
Fixed it by simply rendering all the characters into a packed texture. (Well to be fair, I didn't do the packing, the stb library did. Thanks Sean Barrett!!)
The emerald texture for Sphax PureBDCraft texture pack had a nice color to it
Adding a skybox makes everything look so nice!
Tried generating a heightmap from a bitmap. Grass texture was made by me, looks pretty terrible.
Loading in .obj files. .mtl file loading isn't working yet.
Got the texures working for obj model. Also made a simple function to print strings on the screen using the font pack made earlier. (stb_truetype is awesome, you should go check it out: https://github.com/nothings/stb/blob/master/stb_truetype.h)
Loaded a model ripped from Super Mario 64. Good ol' Whomp's Fortress.
All of the matrix math in the engine was done by me so there are still some bugs to be worked out. For some reason when I changed the near and far distance it messed up my FOV
Stress testing a dynamic buffer in DirectX.