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Devlog

  • mah bones
    April 28, 2019 by azimut
    I spend most of the dev time working on both - recovering the code to load meshes with bones - and the code that animates the bones None of the above might be used at the end...so...I better find a us... Continue reading
  • content
    April 25, 2019 by azimut
    - I played with SCP's meshes https://github.com/Regalis11/scpcb , lots of cool stuff there and with animations (! - A minor fix to the assimp code for windows paths. - Added cl-fond support, though I... Continue reading
  • punchline not found
    April 25, 2019 by azimut
    not much done these last couple of days (except watching one punch man). I have added a couple of actual trees and grass, which ended up on more work on my assimp loader...still more to do to fix thos... Continue reading
  • Nothing to see here
    April 22, 2019 by azimut
    I have added postprocess depth fog and refactor the particle system, so in theory i can have multiple now. I just added the soft particles for fog now. I am thinking in adding also leaves. Next thing... Continue reading
  • Assimp shenanigans
    April 21, 2019 by azimut
    I have been mostly working on refactoring my assimp wrapper to load multiple files and create multiple instances of the same buffer stream. So I can have for example multiple trees with different rota... Continue reading
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