Now this is some good reading.
My e is so bad. And my card suits.
I am really hesitant to draw in the outer pixels of each 8x8 because it leads to characters touching each other so I'm giving most of these chars 6x6 for now. I will use 7x7 when I redo them I think... more room for expression. If characters touch, so be it! Embrace the flaws.
Lunch break before I finish though... and then I have to do some work for my job.
First things first... some sort of character set. I had made a nice 8x8 one a few years back but I can't find it... so make a messy one for now.
I will do another pass over this once I get it working... it should have it's own feeling.
When you're trying to make something new– do you do some research and see how other people did it, or do you just try your own idea first?
Not sure how 3D sprite rotation would work in this case... maybe need to project a sprite onto a plane... or treat it as a texture. I'll leave that for later.
So, load a sprite sheet into memory, split it up (in advance, or read from a section of it on the fly?), somehow relate sprites to char codes, then render at screen position... or 3D position with sprite scaling based on Z distance?
I was going to make a start on some rasterisation code this morning, but woke up with the idea of adding some sprite based text output instead so I can have some cute debug text in the window. #theWorkshop
Not sure if these guys are well known outside of Melbourne... but mmmm good.
Ok my Zettlekasten implementation is almost feature complete for how I want it. You can see the source now, its fairly dirty as i just wrote it to get it working not for display.
Hopefully someone will find reading the code useful.
what to work on next... could work out how to do fill in these triangles? maybe draw multiple models, improve transformation functions, make the camera projection a bit more customisable?
Hey, so, "Tacoma" is one of Epic's free games right now, and if you're into visual novels about outer space that are full of queer relationships and commentary on the evils of capitalism, it's worth playing through. https://www.epicgames.com/store/en-US/product/tacoma/home
implemented (half) of Bresenham's line drawing algorithm. it's clever - avoids multiplication/division and float math.
spent ages trying to work out why my camera lookat function returned different values each time... turned out I wasn't intialising some values and had assumed they'd be 0. NOT TRUE... naturally, they were whatever value was already there in memory!
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