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cskartikey

@cskartikey ⚡

Joined April 19th, 2026

  • 3Devlogs
  • 2Projects
  • 1Ships
  • 14Votes
sir?
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Reposted by @cskartikey ⚡

5h 58m 45s logged

JSP!

I’ve finished porting the game to the new action based input system, its not great yet, theres a lot to polish but at least you can play 80% of the game just as good as with a keyboard/mouse (even better sometimes!)

What’s the new input system?

  • The game now asks for “actions” callbacks instead of directly asking for raw input. This new layer in the middle allows to make different devices have their own way to control each actions, so it now supports all the gamepads you probably have: xbox, playstation, steam, nintendo, generic ones too

  • It is almost steam deck ready! Ive been playing this game on my steam deck and it works great! (you can get around 900 fps when unrestricted) Playing the game with a controller plus a little help from the little mouse trackpad really makes this game fun to play (100% coverage with this setup)

Now i will finally start doing the boring physics stuff that will hopefully not take so long but idk, we’ll have to see

Other stuff that was added

  • Improved a bit the gravity based movement mode, it now adds the atmosphere’s drag gradually depending on its density, being the density higher the closer you are to the surface, this makes entering planets feel better

  • Fixed some messed up formatting style in my code

I dont know if start a new project for no more than 2 weeks and then go back, ive been having some cool new ideas but for now ill stick to this project

PD: the picture is an old version (0.12.1), latest version with good controller support is 0.14.0

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23h 8m 37s logged

I think we now support multiple attachments!? (well, we always did.. it’s just complicated)

and holy I need to work on this composer

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Reposted by @cskartikey ⚡

9h 28m 17s logged

spent like 12h getting the blaze3d renderer to work. long story short, the opengl renderer is a mess and I’m doing pretty much a full rewrite to get it to work on blaze3d. it’s taking extremely long but i’m happy because i’m learning a lot about graphics. the core functionality kinda works but there are all sorts of bugs, and a bunch of features are missing. some of them i probably just won’t be adding back.

the old opengl renderer used a three shader setup:

  • a coverage shader (establishes positions and colors of each cloud cube)
  • a shading shader (recolors each cloud cube based on saturation, sunlight, and other properties)
  • a depth shader (changes the transparency for each pixel based on how many cubes are overlapping)

…wait what, why do you need all that? i assume order-independent transparency? whatever, i’m not doing allat, hopefully a simple cube drawing will work and blaze3d can handle the transparency stuff

right now i have just one fragment shader and one vertex shader, basically the rendering setup possible.

hopefully i don’t need anything else, considering i’m literally drawing just cubes…

p.s. vulkan renderer so cool! performance is a lot better than opengl on my mac

p.p.s cool formula: gl_Position = ProjMat * ViewMat * vec4(pos, 1) (ball knowledge required)

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this is fire stuff 🔥

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6h 21m 44s logged

I’ve started work on the 3d engine for the game I’ll be making. For the first day, I’ve implemented cascaded shadow maps where there are multiple shadow maps taken at different distances to create a hierarchy of resolution. And I’ve also implemented blinn phong shading. I plan to change this to a PBR pipeline later down the road.

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