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kuba_ch101

@kuba_ch101

Joined June 1st, 2026

  • 14Devlogs
  • 4Projects
  • 0Ships
  • 0Votes
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2h 1m 40s logged

I made a website from my previous code. I spend a lot of time on the design but I think it was worth it. If I don’t find any bugs, I think this will be my last devlog before shipping.

I made a website from my previous code. I spend a lot of time on the design but I think it was worth it. If I don’t find any bugs, I think this will be my last devlog before shipping.

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1h 20m 22s logged

I made a rework and added few features.
What I changed:

  1. Program checks when file ends(beafore i needed to type “///” and didn’t know this was possible).
  2. Improved the files menagment: now there is a folder called “io”, makes program cleaner i think.
  3. Now works both: in bash and as an app on windows.

I made a rework and added few features.
What I changed:

  1. Program checks when file ends(beafore i needed to type “///” and didn’t know this was possible).
  2. Improved the files menagment: now there is a folder called “io”, makes program cleaner i think.
  3. Now works both: in bash and as an app on windows.

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20m 13s logged

I tested the fluid deformation in real time(made a small menu to debug it). It wasnt calculated based on physics, i was just incrementing position(this is position of the right peak, the rest is calculated based on that).

Of course i needed to scale it a bit, so you can see the water deformation.
It looks realy cool when the water is “streched” too much:

I tested the fluid deformation in real time(made a small menu to debug it). It wasnt calculated based on physics, i was just incrementing position(this is position of the right peak, the rest is calculated based on that).

Of course i needed to scale it a bit, so you can see the water deformation.
It looks realy cool when the water is “streched” too much:

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2h 35m 2s logged

Fixed a huge geometry bug, made a shader for the water layer. The hardest part was configuring the pipeline so that the water layer and core don’t interfere whith themselfs and break.
Current view:

Fixed a huge geometry bug, made a shader for the water layer. The hardest part was configuring the pipeline so that the water layer and core don’t interfere whith themselfs and break.
Current view:

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1h 50m 16s logged

I improved my shader for solid bodies:
-shading responds to motion(previously it looked like the light sorce was moving with the object)
-now the shading is done per pixel(not per vertex)
-a bit of color is added to the opposite side

Here you can see before and after:

I improved my shader for solid bodies:
-shading responds to motion(previously it looked like the light sorce was moving with the object)
-now the shading is done per pixel(not per vertex)
-a bit of color is added to the opposite side

Here you can see before and after:

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2h 28m 43s logged

Today i focused on the physics part of the fluid shape. I used quadrupolar tidal bulge approximation via P₂ Legendre polynomial. In terms of physics it sounds complicated, but was easier than i exepected. However I spend a lot of time trying to get the geometry right, becaose my sphere generating algorithm is pretty weird.

Today i focused on the physics part of the fluid shape. I used quadrupolar tidal bulge approximation via P₂ Legendre polynomial. In terms of physics it sounds complicated, but was easier than i exepected. However I spend a lot of time trying to get the geometry right, becaose my sphere generating algorithm is pretty weird.

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1h 57m 36s logged

Made basic pipeline for my symulation, improved shader use by creating helpful functions. This will be the core of the planet(it wont change geometry) so that was the easier part.

Made basic pipeline for my symulation, improved shader use by creating helpful functions. This will be the core of the planet(it wont change geometry) so that was the easier part.

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5h 2m 11s logged

I havent posted any devlogs lately since my account had an issue with time sync.
Now I am back, here are the features that i added:
-Improved rendering pipeline
-Made a foundation for the final project
-Added basic shading
-Tested the transformation

It finaly starts to look like something:

I havent posted any devlogs lately since my account had an issue with time sync.
Now I am back, here are the features that i added:
-Improved rendering pipeline
-Made a foundation for the final project
-Added basic shading
-Tested the transformation

It finaly starts to look like something:

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2h 42m 35s logged

I added a coments ignoring, now the comment will no longer be written in the final string.

I added a coments ignoring, now the comment will no longer be written in the final string.

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1h 58m 41s logged

I made a function that draws sphere in OpenGL, It took me a lot of calculations. I added a shader from the internet, it looks terrible, but i leats i know that the sphere is ok:

I made a function that draws sphere in OpenGL, It took me a lot of calculations. I added a shader from the internet, it looks terrible, but i leats i know that the sphere is ok:

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3h 2m logged

I made a function that draws circles in OpenGL, now i will work on making spheres.

I made a function that draws circles in OpenGL, now i will work on making spheres.

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