i added submesh support to my obj parser. now my engine can load BIG obj files
i added submesh support to my obj parser. now my engine can load BIG obj files
we got textures
i made these models looong ago btw
i wrote an obj parser
thanks!
close enough, got a job as a programmer working on a fighter jet
am i cooked @tsoding.bsky.social ?
added lambert shading
finally rendered my first 3d cube with opengl
yeah unfortunately vim couldn't handle proper bidireccional rendering so i used a left to right remderer for the photo
and some turkic runes represent more than one character btw
its turkish translations :)
old turkic c:
do you guys clean up before exiting or do you leave it to the kernel?
callgrind output with sprintf
callgrind output without sprintf
heres the numbers
single line of sprintf was responsible for 65% of the instructions.
replaced it with my own function and instruction count dropped from 58 million to 10 million
enik-engine editor
I spent the last few years building enik-engine, a lightweight C++ game engine with a custom editor, hot-reload scripting, physics, animation, prefabs, and more. Fast, small, and built for experimentation. Hereβs a deep dive into how it works and the lessons I learned:
hanion.dev/post/enik-en...
seeing C in your native language is pretty funny btw
just searched your tweet to reference it in this post a couple hours ago lol
Building a custom C skin: hanion.dev/post/cey
yeah, i feel like writing my own layouting engine instead of dealing with nuklear rn
raygui is simpler to use but no layouting.
nuklear has layouting but a pain to use.
raygui
nuklear
made a ray tracer in c. and i want your opinions on the ui.
left (raygui) or right (nuklear)?
thanks. it is excellent, improved my workflow immensely
noo I'm prone to getting nerd sniped, don't do it π€£
thanks man its so cool! i want to get into keeping rss feeds. it seems really nice