2016 Gallery 8: DirectX Voxels

Started working with voxels again. These are drawn using the dynamic buffer

Testing all the different Voxel Types' texture mapping. The textures used here come from Sphax PureBDCraft for minecraft (http://bdcraft.net/)

Added static buffer generation and the ability to add multiple chunks.

Added ray-casting method to find the block you are looking at

Built a crappy house for testing purposes.

Switched to original minecraft textures since they are lower resolution. Added a lot more chunks with a spherical view distance. Haven't done any Frustrum Culling yet so the view distance is pretty tiny

Started working with an alternate method for rendering that uses a area fill method to find everything up to a certain distance.

Added some ray-casting to the rendering to make some rudimentary shadows

The shadows don't look very nice yet on uneven terrain

2016 Gallery 7: DirectX Initial Tests

Copied some code for making a sphere and converted it to C for DirectX. The colors are simply set by the (x,y,z) coordinates of each vertex

Enabled default lighting in DirectX and generated random colors for the sphere. Also added a cube

Had a spot of trouble when trying to pass texture information to DirectX

Eventually got the texture problem fixed.

Changed the background color, tested drawing a single vertex buffer with different transform matrices, and got the 2D rendering working on top of the 3D world.

Trying to get stb_truetype.h to render text for me. Had a problem with DirectX wanting square textures

Fixed it by simply rendering all the characters into a packed texture. (Well to be fair, I didn't do the packing, the stb library did. Thanks Sean Barrett!!)

The emerald texture for Sphax PureBDCraft texture pack had a nice color to it

Adding a skybox makes everything look so nice!

Tried generating a heightmap from a bitmap. Grass texture was made by me, looks pretty terrible.

Loading in .obj files. .mtl file loading isn't working yet.

Got the texures working for obj model. Also made a simple function to print strings on the screen using the font pack made earlier. (stb_truetype is awesome, you should go check it out: https://github.com/nothings/stb/blob/master/stb_truetype.h)

Loaded a model ripped from Super Mario 64. Good ol' Whomp's Fortress.

All of the matrix math in the engine was done by me so there are still some bugs to be worked out. For some reason when I changed the near and far distance it messed up my FOV

Stress testing a dynamic buffer in DirectX.