Engine Development - Day 5

Hi!

Yesterday, I added basic basic physics to the engine. Today, I fixed most of the bugs and implemented most of the missing features regarding physics.

After that was done, I implemented raycasting, which is pretty important for various game features.

day5-raycast.gif Raycasting allows me to point at stuff and apply forces to them

After implementing raycasting, I perfected the texture system. Textures are now stored in Material objects, containing the texture, color, and tiling. This way you can have untextured objects without being completely black.

day5-tiling.gif Texture tiling in action

I also changed how cameras work. You can now choose to ignore certain camera matrices such as translation, rotation, projection, or any combination of those. This allows for more control over rendering. It also allows for nice skyboxes that cannot be escaped.

day5-matrixignoremode.gif Notice how the skybox never moves

Cameras also have depth now. This allows for UI elements, which is what I'm currently working on. It's so incomplete though, it's not worth showing any pictures. Imagine a white square on top of everything.

That's it for today. Thanks for reading, and have a nice rest of the day!