After already making a raycaster and a Doom-esque engine back in High Seas I figured I'd step up my game - and while I don't want to tackle full on software rendering 3D just yet, I decided to try and make an isometric 3D renderer. The eventual plan is to use it to make a truly cool RPG engine - something like the old Fallouts except truly 3D ;)
Marci
Check their projects out: Vessel Tracker, BookTech, Slack-Course, SolarDash, Study Center
csd4ni3l
Check their projects out: fractal-viewer, Music Player, csd4ni3l-browser, aimtrainer, Game Of Life, ShatterStack
anchietae
Check their project out: Domain
Once you ship this you can't edit the description of the project, but you'll be able to add more devlogs and re-ship it as you add new features!
Hello guys! Big breakthrough this time: I've managed to get color sampling working and textures are already underway! I'm really excited for textures ngl, that will be really cool :D Next devlog is probably going to be pretty long though (I already have like 5 hours in a separate directory) cuz I am also restructuring the program a bit to make it framework-independent (right now it's tied to GLFW basically), and I also want to add model loading. See you then :)
Hi again! You might have noticed that I haven't worked on this project since around July (holy moly July was 2 months ago already? 💔). This is because I lost interest in this project and went to do other stuff - but not to worry, because I'm back and with a big update! It isn't perfect but both depth sorting and simple shading are supported in the engine now :D Next step is to implement a better lighting (right now it's a really janky solution and I can't actually set the light position) and of course textures :)
I have followed the tutorial without any porting this time to make a version in JS since that is far easier to prototype in than C++. After some work and a tiny (but necessary) bit of help from Perplexity both depth sorting AND rudimentary shading are now working! The next step is to port this back into C++, though I might switch to a different rendering framework before that (maybe OlcPixelGameEngine?), I am not sure yet. It's going to be some time before I can work on this again, so stay tuned ;)
Not much progress since yesterday, still couldn't figure depth sorting out... I'm thinking of starting over and making a demo in some simpler language like Python or JS before delving into C++. OpenGL could be an option too but that kindof feels like cheating...
Rewrote the engine under a new wrapper around my GLFW window and framebuffer system so it's a bit easier to work now. Also added triangles (no sorting yet lmao, only random colors) and texture loading - next step is textured triangles! The code is pretty jank though so I'm going to have to work on that...
Used this tutorial: https://github.com/cunev/Your-first-3D-Isometric-Engine to start making a simple engine: There's a object that you can move and rotate with connected lines. The code is very messy though so I am going to rewrite it. After that probably object sorting and the thing I dread the most, textured faces...