victoriamili.blogg.se

Magicavoxel background render
Magicavoxel background render











  1. MAGICAVOXEL BACKGROUND RENDER UPDATE
  2. MAGICAVOXEL BACKGROUND RENDER WINDOWS

Render.enable_texture(0, self.original_target, render.BUFFER_COLOR_BIT) t_viewport(0, 0, render.get_window_width(), render.get_window_height()) local camera = require('libs.camera')Ĭamera.height = render.get_window_height() Good speed of building, heh.Ĭurrent render script. Somehow I managed to upload on the last minute. Then 2 minutes before the end of submission I realize I forgot to enable the music and rushed to the computer to make a new build with sounds enabled. And finally was able to submit an HTML5 version, but Chrome surprisingly can’t handle it performance wise, while both FireFox and Safari run it perfectly, so strange. So I had to set my game resolution to 1024x1024 instead of original 640x960. And it can’t work with postprocessing routine, during which a texture with a size of the screen is created and if the screen is not power of the two size, it fails in the browser. Turns out it doesn’t like when both vertex and fragment shaders have the same uniform variable.

magicavoxel background render

MAGICAVOXEL BACKGROUND RENDER WINDOWS

I’ve submitted Windows and macOS versions, but HTML5 version didn’t work.

magicavoxel background render

Then for some reason color grading shader got broken in Editor 1, LUT texture was clearly wrong, didn’t have time to figure what’s wrong out, so I just disabled it. Thankfully, Editor 1 was working fine, that’s strange however, they both should be building according to the same routines.

MAGICAVOXEL BACKGROUND RENDER UPDATE

However it wasn’t fun when a few hours before the end of submission I decided to update Defold Editor 2 and no longer could build the game because of a bug (_GameroomExt symbol not found). Added music, sounds and a game over screen to make it look like a real game.

magicavoxel background render

I’ve implemented isometric camera, polar camera coordinates and rotation, point light, vignette, background gradient with dithering, color grading and depth of field postprocessing, ray casting from the camera to pick 3D objects, camera shake on collapsing. Rotating 3D objects wasn’t intuitive, the euler properties just don’t work, so I had to use quaternions and multiply them in the update() function instead of go.animate(). I used MagicaVoxel to draw the objects, they turn out to be so cute in that style. And it amazed me.Įase of shaders use and the render script are some of the best features of Defold. I remember how I couldn’t figure out why my 3D models are not displayed, then I discovered the render script. I started learning Defold from the 3D point of view right from the beginning, I got a little tired of 2D, I wanted something fresh. I had this prototype for a while now and just polished it to a “good enough” shape.













Magicavoxel background render