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Releases: SausageTaste/Little-Ruler

Might be the last release

15 Jun 17:34
v0.4.0
8b0584f

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Pre-release

I'm working on a Vulkan game engine project so please come visit.

Now it looks like game engine, rather than rendering engine, I presume

31 Jul 12:07

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It's been a long time. How have you been?
I was pretty busy since I've got other new things to study.
Nevertheless, there have been huge amount of changes since the last update.

I'm not sure I'll ever be able to finish this project.
Game dev job is charming but the working condition is not really good in South Korea.
Maybe it's wise to look for another field I can get into, like AI, which I'm currently planning to study,
On top of that, my university degree, economics, makes harmony better with AI than game dev.

In conclusion, I dont know...
Here are the changes.

Light shaft

The sun looks awesome with light shaft.
Ray marching was used to implement it.
You won't be able to see it unless you take a very careful observation because I lowered anisotropy factor so that the light doesn't make the entire screen bright.
Someday I'll make it possible to adjust anisotropy factor via Lua console!

Image based lighting with cubemaps

Once again, I have to appreciate learnopengl.com for his awesome PBR tutorial.
Thanks to him I could implement image based lighting working along with PBR.
You can find a mirror ball following your character, which is there to show you cubemap images.

Parallax corrected cubemaps

With this technique, you can enjoy more accurate indoor reflections on walls and floors.
Enter the small house in the map and you will see how beautiful it is.

Better collision detection and resolution

Nothing special.
I just implemented AABB-triangles collision detection and intersection resolution.
Thanks to this new feature, you can now walk up and down on slopes, move around on uneven planes without going through things.
There are still some limitations but I believe it's just good enough for my goal.
Other geometry primitives such as OBB, sphere, capsule are still being evaluated.

GCC support

I felt like I would like to work on my project without Visual Studio.
Because that thing is huge beast that takes hours to install and huge amound of storage.
Now with GCC and CMake in fully functional, all you need to build this project are Git, CMake and MinGW.

Some bug fixes

28 Apr 11:06

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Some bug fixes Pre-release
Pre-release
  • Uses high performance external GPU as default.
  • Water planes are now illuminated correctly. Shadows, volumetric light can be seen on them too.
  • Downgrades texture quality because I felt it would be sufficient for mobile platform.

Updates!

26 Apr 15:37

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Updates! Pre-release
Pre-release

It's been awhile!
I'm really happy to see my project proceeding.
Here are some major new features for this version.

Map can be exported from Blender

Blender addon is ready and now I can create maps easily, faster.
It still lacks vital features to be qualified as a "game" map.
Nevertheless, it's good to have more things to see around you!

Unicode file name support

Images, folders, models can have unicode names from this version.
There is a box saying "UNICODE NAME TEST" in the game.
Its texture's name is "유니코드 ユニコード 统一码 юникода.png" which is obviously not ASCII codes.

Normal mapping

Normal mapping increase mesh size by 37.5% so it is quite expensive on mobile phones.
But still it is good to have an option to turn it on/off.

CMake build system

With CMake and git submodule, it is way easier for anyone to build the project, I guess.
If you encounter any problem building it, please send me an email to woos8899@gmail.com

No DLLs

It's always sad to see people complaining about missing DLL errors.
So I decided to link to every library statically.
The only external dependencies are VC++ redistribution and graphics driver, which are already installed on most PCs.

Fresh Start

15 Nov 05:32

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Fresh Start Pre-release
Pre-release

I've been working on this project for over 8 months.
I learnt many things and now feel more familiar software developing.
So I'd like to make a big step, making my first release on GitHub.
Though this is still al alpha version, I'm sure I can keep on working to make it my first finished project.
I'm think the final version would be on Google Play Store, but that's the dream at the moment.

NOTE apk cannot be installed with Google Play Protect enabled because I haven't submitted the app to Google to be assessed. You can turn it off in Play Store app.