Some transparency testing for #aqui3d:
#webdev #js #javascript #rendering #graphics #3d #gamedev
I promise I haven't stopped working on the #aqui3d renderer!
Between other, non-hobby, work, I've tried getting opacity to render correctly. That's an involved task because the method I'm using requires gpu linked-lists. And, if I do it right, those can be used for more than just transparency!
Mostly worked on architecture changes and pipeline optimizations this weekend, but I did manage to get a nice gradient shader put together.
Now textures can be tinted with solid colors, or up to 25-color gradients; either linear or radial!
#aqui3d
#webdev #renderer #rendering #javascript #gamedev
After setting up the depth buffer and backface culling, I went ahead and created a couple of new primitive geometries to try them out! Still baby steps, but it's pretty awesome to see a "fully" 3D object in the custom renderer!
#aqui3d #webdev #gamedev #rendering #webgpu
Found a few more hours to knock out texturing!
Next up is implementing a depth buffer and sorting the meshes.
#aqui3d #webdev #webgpu #3d #renderer #rendering #graphics #gamedev
This project is amazing and the fact that they're doing matrix math on a GBA cpu while maintaining realtime framerates makes it seem like a zero-gpu js renderer could be feasible. Definitely going to try to add that pipeline for #aqui3d
#game #gamedev #mario #gba #mario64
Not the most impressive use of #webgpu, but after two weeks of parsing together tutorials and explainer videos, it feels great to have a mesh-and-material based renderer that is responding in real time using a real render loop.
Excited to re-implement the camera and then try normal maps! #aqui3d