Progress Image(191031 Working on door handling makes me remember UDK.
Today I push my project to be a little more visible.
[dev.azure : NubDevice] project development board
Over time, I've glued together more than a handful of starter frameworks. This time I've changed it up a bit and tried for a bit of consistency from the start so new objects feel natural to use. This is working well for shaders, textures, input and the display. I'm actually happy with it as a start.
High-lights that may be interesting:
- start of custom gui (inspired by fpl::flatui)
- updated stack based state management (menu[n]/play/pause) push in pop out (or maybe old school, first in, last out)
- .dae loader (geometry and skinning info) (todo: keyframe)
- currently broken TBN path
Hope to finally do some interesting shader work this time around and feel better prepared for the next game challenge.
I'm a fan of openAL. That parallel to openGL way is a good thing in my book. Start the device, fill a buffer, attach to a source. Bounce a listener around. It's good. As my interface, that's all I need. A buffer load and a source to play. Fairly clean solution for home brew. Since I don't see a need for the buffer because we don't alter it, I'm thinking of making that init a one liner, except form maybe a reload need. Play from id is great.
buffer_click = sound.add("buttonClick"); source_click = sound.attach(buffer_click); // and anywhere alSourcePlay(source_click); // sure why not :)
The main character := reveal. nope...still not telling. I'll let you know when I do. heavy current inspiration is an first person arm mesh on the table. Still dreaming up what could go with it proper third person. Choices are fun.