Future Calling - Episode One "The Future Calling."
I am carrying on writing progress about FC here on hash-node, rather than lots of seperated posts online anywhere. I will post one new blog every month, covering that month's development.
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I am carrying on writing progress about FC here on hash-node, rather than lots of seperated posts online anywhere. I will post one new blog every month, covering that month's development.
I will now be adding a single article per week of development. I will update this article as progress happens. Lighting and shadows now working properly. Could still do with some visual improvements such as softer shadows. Added an update system fo...
Per-pixel line-traced shadow mapping. Works per-pixel, not per tile. Now works with multiple lights. Added sprites to the engine, which can be anywhere on the map, and have individual rotation/scaling along-side the map rotation/scaling. all done b...
Making decent progress. You can now rotate/scale maps in real time. And basic lighting is in.
This is a tile based map system/renderer. I will be adding various features such as 2D lighting/shadows, and more today.
Here you can see the engine drawing 100 images at over 3,000 fps. Lots left to optimize.
I will post updates daily on Future Calling. Future calling centres a protagonist called "David' - Who recieves messages from the future, to help him to save the future. mod test_state; extern crate future_engine; use future_engine::{app_state::ap...