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GlaireDaggers

@glairedaggers@peoplemaking.games
mastodon 4.7.3+glitch
  • Open on peoplemaking.games

Hi, I'm Hazel (or Glaire lol)
Tech & VFX artist, previously SpryFox/Netflix
Trans girlflux, bi, autistic, just generally gay & nerdy as hell

637 Followers
304 Following
13 Posts
Joined November 18, 2022
Pronouns:
She/They
Bluesky:
https://bsky.app/profile/glairedaggers.bsky.social
Tumblr:
glairedaggers-art.tumblr.com
Open post
GlaireDaggers @glairedaggers@peoplemaking.games
· 6mo ago

Working on a retro FPS game engine: "Revolver Engine"

C++, built on SDL3, uses Quake 2 BSPs, and using FLECS for entity component system

https://gitlab.com/critchancestudios/revolverengine

#gamedev #gameengine #revolverengine

gitlab.com
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Open post
GlaireDaggers @glairedaggers@peoplemaking.games
· 5mo ago

Working on a git LFS locking plugin for Godot, allowing you to view the lock state of files (including who has a given file locked) & lock/unlock assets right from the file system dock in the editor.

#gamedev #godot #git #programming

peoplemaking.games

People Making Games

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Open post
GlaireDaggers @glairedaggers@peoplemaking.games
· 5mo ago

Adding a window to my Git LFS locking plugin which shows you a list of all files you have locked.

From here, you can unlock individual files, or unlock all of them at once.

#gamedev #godot #git #programming

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People Making Games

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Open post
GlaireDaggers @glairedaggers@peoplemaking.games
· 5mo ago

Decided it's in a "probably good enough" state to release the code :)

Git LFS locking plugin for Godot!

https://gitlab.com/critchancestudios/godot-lfs-locking

#indiegamedev #programming #git #godot

gitlab.com
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Open post
GlaireDaggers @glairedaggers@peoplemaking.games
· 8mo ago

Progress on Crucible3D: It can now draw triangles! 🎉

#programming #vulkan #crucible3d #gamedev

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People Making Games

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Open post
GlaireDaggers @glairedaggers@peoplemaking.games
· 6mo ago

Adding sound support to my game engine via SoLoud ^^

#gamedev #gameengine #fps #revolverengine

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People Making Games

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Open post
GlaireDaggers @glairedaggers@peoplemaking.games
· 5mo ago

Been working on a "Godot Ability Framework" addon for a bit - basically a framework for Godot that's heavily inspired by Unreal's GAS!

#gamedev #godot

https://gitlab.com/critchancestudios/godot_ability_framework

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People Making Games

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Open post
GlaireDaggers @glairedaggers@peoplemaking.games
· 6mo ago

Hm, starting to think I might need to totally rearchitect the rendering code in Revolver to properly support sorting between entities and map geometry...

Right now it follows a pretty strict order:
- All opaque map geometry is drawn
- All opaque entity mesh parts are drawn
- All transparent map geometry is drawn
- All transparent entity mesh parts are drawn

But this doesn't really handle transparency sorting very well.

Wondering if maybe what I should be doing instead is something like visiting nodes of the BSP tree, rendering children of each node based on camera pos & when I encounter a leaf node I draw each entity that intersects that leaf.

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Open post
GlaireDaggers @glairedaggers@peoplemaking.games
· 6mo ago

Alright, implemented audio buses (SFX, Music, Ambient, VO, etc) & tied their volumes to cvars (which are also now being saved to & loaded from config file), and also implemented reverb zone entities so you can define spherical reverb zones in the map.

I think next is working on the VFX system!

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Open post
GlaireDaggers @glairedaggers@peoplemaking.games
· 6mo ago

.... okay so visiting the tree recursively & having each face be a separate draw call was not good for performance. like 20 FPS in render doc, sheesh.

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Open post
GlaireDaggers @glairedaggers@peoplemaking.games
· 9mo ago

Figured I'd dust off this account and talk about this here:

I've put up a work-in-progress *spec* for a graphics abstraction layer, which I'm currently calling Crucible 3D, up on Codeberg.

https://codeberg.org/GlaireDaggers/Crucible3D

The idea is an abstraction layer which is heavily inspired by SDL_GPU as well as taking cues from the "No Graphics Library" blog post I've seen making the rounds lately.

No working implementation yet, but I'm currently working on an initial Vulkan implementation, with a D3D12 implementation to follow later.

#programming #opensource

codeberg.org
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Open post
GlaireDaggers @glairedaggers@peoplemaking.games
· 5mo ago
Replying to
@brody@peoplemaking.games Yeah honestly I wasn't even going to have the "locked files" list until I realized that basically zero git UI clients support it for some reason
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Open post
GlaireDaggers @glairedaggers@peoplemaking.games
· 6mo ago

.... okay so Quake source ports don't seem to handle this very well either. welp.

(screenshot from Vinny's Quake Brutalist Jam stream)

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