Reimplemented mesh loading using ufbx (github.com/ufbx/ufbx) which should allow me to later implement animations. I plan on adding an index buffer so that I can avoid copying large amounts of vertex data. After that, I'll try implementing per-mesh textures.
Implemented OBJ model loading using objload (github.com/GerhardR/objload). I've discovered that there are some issues in parented transformations, which I intend to fix later. I also have to figure out how I will assign different textures to different parts of the models, but that's for later, lol. For some reason, WakaTime didn't record any time, but I have spent over an hour today on this (is there any way to dispute?).
Attempted adding mesh loading from files, then promptly removed it because it hard locked the 3DS. Going to try to redo this later, lol.
No noticeable differences today, but I tracked down the crash in the game, so the 3DS doesn’t crash when closing the game anymore.Today I worked on my remake of Spooky's Jumpscare Mansion in C++ for the 3DS. I added the ability to parent objects, and children update transforms based on their parents. I also fixed a couple minor issues with order of operations for components. Apparently there is an issue on exit which crashes the game, which I still need to figure out.Today I worked on dynamic chunk loading in my Minecraft clone in C++ with Raylib. Currently, it unloads and then reloads every chunk whenever a border is crossed, and it is single-threaded (besides generating multiple chunks in parallel), so I need to figure out how to multithread the world generation without instability. Part of what I'm working on is refactoring chunks to be stored in vectors rather than a map, and then add methods to access the vector with negative indices.
sprig.hackclub.com/share/7pJy1eoQ69LYkwhj16kX
Do not look at the code, lol.
One of my first experiences with JavaScript and also Sprig. The code is awful, but I have a firm grasp of the toolkit now and I'm ready to make another game!!!