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Hello-Raylib

  • 5 Devlogs
  • 16 Total hours

Some random project for me to learn Raylib

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7h 3m 50s logged

Hello guys! :eggcited:

What’s new :h:

  • Chunk generation: Totally procedural and infinite, along with a render distance
  • Some visual refactor: Background is now sky blue, and grid is gone for good
  • Mandelbrot Set: Can be controlled with arrow keys to move, R for going slower and Q/E for zooming
  • New camera controls: Now using UpdateCameraPro and some custom bindings: Shift for sprinting, Space to go up and Ctrl to go down. The rest is basically the same.

Struggles :burnitsfine:

  • Figuring out how to do the chunks: Making it enter in my stupid ahh mind the logic behind infinite procedural chunk generation
  • Segmentation faults (when closing program): Figured out that it was because the terrain.cpp code was trying to call the Chunk destructor after the window was already closed. Solved it by emptying the std::vector responsible for the chunks before the program was closed instead of letting it to the C++ runtime.
  • Keybinds: The reason I changed the camera controlling scheme was to free the Q, E and arrow keys.
  • FPS, as usual (probably just accepted it rn, maybe it’s just a hardware issue)

TODO :incognito-gumball:

idk (accepting suggestions) ((maybe more shader related props, or procedural structs, not promising anything though))

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Open comments for this post

3h 42m 49s logged

Hello guys! :among_us_orange_dance:

What’s new :spinning-parrot:

  • GLTF model: This bust model
  • Basic lighting: Rlights.h + example shaders directly from Raylib repository
  • Procedural terrain: It uses Perlin Noise to generate a procedural mesh.
  • First custom shader: It’s a small variation of the standard lighting shaders, which uses the height of the vertex to determine the color of the pixel (gradient is green -> brown -> white).

Struggles :explodes:

  • FPS: Really dropped down after adding the terrain. What really helped was decreasing the Perlin Noise texture resolution (and with so, basically decreasing the level of detail of the terrain), but I still feel like I’ll need further to do optimization (my hardware is bad btw, a literal Chromebook). The FPS average went from like ~30 (before terrain) to ~5 (after) to ~15 (after the described optimization).
  • Loading time: Maybe not that big of a struggle, but would like to relate that, after adding the bust to the project, now it takes literal seconds to boot (it was almost instantaneous). Dunno if it’s fixable, so just keeping it, although hating it, because it slows down testing and debugging.

TODO :shrek-dance:

  • More shaders: Maybe props meant specifically for that. I’d specially love something related to Mandelbrot Set.
  • Chunk generation: Probably starting with fixed (like 3x3 or 5x5), then making a on-fly chunk generator.
  • Maybe water in the valleys?????? (unsure, not confirmed, not a promise, just a huge “maybe”, not a focus)
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Open comments for this post

1h 29m 58s logged

Hello Guys! :club-penguin-breakdance:

What’s new :hack:

  • New shapes: Cube, sphere and wire cylinder
  • Texture: Sphere has a brick texture
  • Mutable parameters: FOV can be changed with mouse scroll and “p” key makes view orthographic while held down

Struggles :bleach_eyes:

  • The texture: Figured out that apparently Raylib doesn’t recognize JPEG images (at least not mine). Solved it by converting images to PNG.
  • Printing FOV: Figuring out how to concatenate char * strings. Solved it by concatenating them as std::string and turning them back to char * with .c_str().

TODO (I guess) :mememan:

  • Render a .obj file
  • Lightning
  • Shaders!
  • Physics…?
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Open comments for this post

1h 44m 45s logged

Hello guys! :brazilparrot:

Progress :oiia-cat-02:

I’ve played around with user interaction (both mouse and keyboard), locking and unlocking cursor, resizeable window, etc. and decided I could already jump straight into 3D. Also, now the triangle pulses via sine waves :dino-bbq:

Struggles :angry-3d-emoji:

  • Correct the triangle: it used vw and vy to its positioning. In 2D, it served to center it, but in 3D, this made the triangle huge, offcenter and upside down.
  • Make the camera spawn facing the triangle: Self explanatory (probably the biggest issue is that the triangle is one-sided, meaning that it can only seem in a single direction (the “front”)).

TODO :spider-man-reaction:

Probably mess up with other shapes, then do lightning and shaders.

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Open comments for this post

1h 43m 13s logged

Hello guys! :portal-parrot-orange: :portal-parrot-blue:

Development :raylib:

I’ve done this window (meant to be just a triangle, but the red triangle looked a lot like the flag of my state, Minas Gerais, so I kind of recreated it). The triangle changes the “rediness” when pressing “a” (goes to black) or “d” (goes to red).

Struggles :linux-kerneling-my-ass-off:

Starting to learn (already explained at AI use declaration, but basically didn’t find some tutorial that seemed to switch to me, so using AI, without it writing code to me, + documentation for functions and library methods)
Finding an intelisense that works (still didn’t find, even after setting up GNU Global)

TODO :c++:

Learning more :) (I’d like to make a shader next, or 3D shape)

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