kaezone

denim-based composite propellant

hardware

software

gamedev

fgc

NZ/🏳️‍⚧️



since porting to OpenGL (because i couldn't solve PBR bugs with the Vulkan version), i've added UE4's inverse-square-falloff equation to the PBR shader, and implemented basic point-light shadow mapping

i'm fairly sure i'm not using the shadow map correctly, because the fragments in shadowed regions are always dropped to black. i'm fudging it a bit by adding a constant at the moment

i haven't touched the project in a while, mainly because i have Big Architecture Decisions to make before i start turning this into something useful. i've currently just got one hardcoded point light, so i need to move that into an entity type + implement directional/spot lights. mainly though, i want to move everything into a UE-esque architecture and start working on some kind of proper editor + scene serialization, then work on bolting in Jolt Physics or similar


You must log in to comment.