How I made a cross-platform 3D game prototype in two months

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  • Опубліковано 25 лис 2024

КОМЕНТАРІ • 22

  • @saemideluxe
    @saemideluxe 5 місяців тому +1

    I had a similar experience while working on my engine: Once I could render a vulkan triangle, adding (simple) 3D stuff was not a big deal, you only need to get the matrices and vector math right. However, adding then a glTF parser to load some actual models was way, way more work, even only to load the static mesh content :D

  • @brambasiel
    @brambasiel 5 місяців тому +3

    The age of handmade Sokoban games is upon us!

  • @dev.roysalazar
    @dev.roysalazar 5 місяців тому

    Your videos have been incredibly helpful to me!
    In my spare time, I’m working on developing a macOS desktop application from scratch using C, with just a little Objective-C when necessary. Right now, I'm focusing on .ttf font rendering, so it’s still in the early stages. My goal is to create a fully functional application, I think it will take me years to complete, maybe 5? who knows.
    Just like you, I’m not looking for quick and easy solutions-I’m in it for the long haul.

  • @papatwitch
    @papatwitch 5 місяців тому

    I enjoyed watching your video, your work inspired me to keep working on my personal engine.. Keep going man.

  • @sleepymushroom9403
    @sleepymushroom9403 5 місяців тому

    Can't wait to see what you make

  • @RandomGuyyy
    @RandomGuyyy 5 місяців тому +1

    IMHO Sokoban games and other tile based movement games are better with an orthographic view. I'd rather use prerendered 2D sprites than embark on all that crazy Metal/DX11 headache. Or just use Unreal and prototype quickly in Blueprint visual scripting.