โฆcoz in a static mesh (non-animated), the normals and tangents are fixed. But in animation, the vertices change, so everything should be recalc on the fly; otherwise, bad visuals.
LOL, game engine development can cause loss of hair and sanity.
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Posts by TrishaDev
The issue with skinning is Normals, Tangents, and BiNormals need to be Recalc๐ช, coz the lighting must correctly conform to the light direction. a bit complex on my part, but I hope I got it in the main environment light source.๐
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I think this time around, the shadow is correctly positioned against the light, ๐ก and the objects are darker too, but brighter facing it ~ but it still needs a lot to improve. ๐
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Luckily, since I'm using . NET/C#, I can easily integrate GUIs like WPF, WinForms, Avalonia, ONU, WinUI, and more ~ even though this sample is using native Win32 window surfaces.๐
Haha, thanks! Iโm pretty sure you can do better ~ youโve got wonderful projects. ๐
Nyek, thereโs a bug in that feed; โบ๏ธ of course, the shadow should move when the main light source changes. ๐
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Iโm bad at math, but who even am I without the fascinating Cos and Sin?๐My environment light depends on Latitude and Longitude using Cos, Sin - and honestly, the right lighting position can have a visual impactโจ
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Likewise, with your awesome blog and projects ๐ฅฐ๐โจ
Credit to model : )
Marcus Fenix model from Gears of War ๐ Just testing my character animation, and Iโm so happy it worked smoothly from โ Mixamo โ Blender โ GLTF -> Znb( My mesh format ) with zero fuss โจ๐
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If you know, you know! ๐ Yatta! arigatou gozaimasu! ๐
Thank you so much! Arigatou gozaimasu! You guys really keep me motivated to keep working on this project ๐
Thank you so much! Arigatou gozaimasu! You guys really keep me motivated to keep working on this project ๐
This is great! Really nice work ~ Jared! ๐๐ฅ๐
Since the joints are already in place and have their world transform, I think I can now attach any object to them. ๐
If you know who this dude is, you know!โจ finally GLTF ascii or bin files exported from Blender are now working.๐ฅIt's been such a struggle to get it working on my part, but it's all coming together now, even with those packed jointsโ
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Unfortunately, this is not Assimp. I created a C++/CLI application using the tinygltf C++ header-only library, for me to easily integrate it in C# for my animated mesh content cooker, using my own mesh format.
Yeah, thatโs awesome! My dad said he once wrote an application in Turbo Pascal. ๐
๐ ๐๐๐ฅฐ๐
Ah, Pascal never dies ~ but what about Lazarus?
Thanks! Jared, ๐๐ฅฐ it has a parameter for animation speed, but Iโm too lazy to set up a GUI for that ๐ Probably my next step is PBR, or Iโll just rest ~ it took me the whole Lenten season to fix the animation this since Iโm using HLSL and C# ๐
Yes, I aim for the stars! YATTA! ๐๐ ~ so if I fail, at least Iโll land on the moonโฆ or someoneโs roof. ๐๐
Credit for model: I use it for personal demo purposes only: Cesium Man from the glTF asset library, and the Tarisland Dragon from Sketchfab (Tarisland). ๐
MG! OMG~itโs happening!๐ฑModel animation with skinning supports up to a max of 255 joints!๐This means more complex and detailed character rigs are possible๐ allowing for smoother deformations and more expressive animations.๐
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๐โ ๐
Iโm probably not going to make a game with this dragon I got from Sketchfab ๐ since the ownership of the model is a bit unclear, but Iโll definitely create a game using one of my own created models ๐