Decided it's in a "probably good enough" state to release the code :)
Git LFS locking plugin for Godot!
Hi, I'm Hazel (or Glaire lol)
Tech & VFX artist, previously SpryFox/Netflix
Trans girlflux, bi, autistic, just generally gay & nerdy as hell
Hi, I'm Hazel (or Glaire lol) Tech & VFX artist, previously SpryFox/Netflix Trans girlflux, bi, autistic, just generally gay & nerdy as hell
Decided it's in a "probably good enough" state to release the code :)
Git LFS locking plugin for Godot!
Hi, I'm Hazel (or Glaire lol) Tech & VFX artist, previously SpryFox/Netflix Trans girlflux, bi, autistic, just generally gay & nerdy as hell
Hi, I'm Hazel (or Glaire lol) Tech & VFX artist, previously SpryFox/Netflix Trans girlflux, bi, autistic, just generally gay & nerdy as hell
Adding a window to my Git LFS locking plugin which shows you a list of all files you have locked.
From here, you can unlock individual files, or unlock all of them at once.
Hi, I'm Hazel (or Glaire lol) Tech & VFX artist, previously SpryFox/Netflix Trans girlflux, bi, autistic, just generally gay & nerdy as hell
Working on a git LFS locking plugin for Godot, allowing you to view the lock state of files (including who has a given file locked) & lock/unlock assets right from the file system dock in the editor.
Hi, I'm Hazel (or Glaire lol) Tech & VFX artist, previously SpryFox/Netflix Trans girlflux, bi, autistic, just generally gay & nerdy as hell
Been working on a "Godot Ability Framework" addon for a bit - basically a framework for Godot that's heavily inspired by Unreal's GAS!
https://gitlab.com/critchancestudios/godot_ability_framework
Hi, I'm Hazel (or Glaire lol) Tech & VFX artist, previously SpryFox/Netflix Trans girlflux, bi, autistic, just generally gay & nerdy as hell
Alright, implemented audio buses (SFX, Music, Ambient, VO, etc) & tied their volumes to cvars (which are also now being saved to & loaded from config file), and also implemented reverb zone entities so you can define spherical reverb zones in the map.
I think next is working on the VFX system!
Hi, I'm Hazel (or Glaire lol) Tech & VFX artist, previously SpryFox/Netflix Trans girlflux, bi, autistic, just generally gay & nerdy as hell
Adding sound support to my game engine via SoLoud ^^
Hi, I'm Hazel (or Glaire lol) Tech & VFX artist, previously SpryFox/Netflix Trans girlflux, bi, autistic, just generally gay & nerdy as hell
.... okay so Quake source ports don't seem to handle this very well either. welp.
(screenshot from Vinny's Quake Brutalist Jam stream)
Hi, I'm Hazel (or Glaire lol) Tech & VFX artist, previously SpryFox/Netflix Trans girlflux, bi, autistic, just generally gay & nerdy as hell
.... okay so visiting the tree recursively & having each face be a separate draw call was not good for performance. like 20 FPS in render doc, sheesh.
Hi, I'm Hazel (or Glaire lol) Tech & VFX artist, previously SpryFox/Netflix Trans girlflux, bi, autistic, just generally gay & nerdy as hell
Hm, starting to think I might need to totally rearchitect the rendering code in Revolver to properly support sorting between entities and map geometry...
Right now it follows a pretty strict order:
- All opaque map geometry is drawn
- All opaque entity mesh parts are drawn
- All transparent map geometry is drawn
- All transparent entity mesh parts are drawn
But this doesn't really handle transparency sorting very well.
Wondering if maybe what I should be doing instead is something like visiting nodes of the BSP tree, rendering children of each node based on camera pos & when I encounter a leaf node I draw each entity that intersects that leaf.
Hi, I'm Hazel (or Glaire lol) Tech & VFX artist, previously SpryFox/Netflix Trans girlflux, bi, autistic, just generally gay & nerdy as hell
Working on a retro FPS game engine: "Revolver Engine"
C++, built on SDL3, uses Quake 2 BSPs, and using FLECS for entity component system
Hi, I'm Hazel (or Glaire lol) Tech & VFX artist, previously SpryFox/Netflix Trans girlflux, bi, autistic, just generally gay & nerdy as hell
Progress on Crucible3D: It can now draw triangles! 🎉
Hi, I'm Hazel (or Glaire lol) Tech & VFX artist, previously SpryFox/Netflix Trans girlflux, bi, autistic, just generally gay & nerdy as hell
Figured I'd dust off this account and talk about this here:
I've put up a work-in-progress *spec* for a graphics abstraction layer, which I'm currently calling Crucible 3D, up on Codeberg.
https://codeberg.org/GlaireDaggers/Crucible3D
The idea is an abstraction layer which is heavily inspired by SDL_GPU as well as taking cues from the "No Graphics Library" blog post I've seen making the rounds lately.
No working implementation yet, but I'm currently working on an initial Vulkan implementation, with a D3D12 implementation to follow later.