Posts

Finding The Way Home

I didn’t intend to be making so much my game engine jan-kelemen/niku devlog about spheres. They keep showing up like rocks from KNOW1NG (2009).

Pathfinding

Once the navigation mesh of the world is generated, we can use it for its intended purpose, pathfinding between different points of the world. For this, I’ve used the other part of the Recast Navigation library, Detour, which handles pathfinding and navigation mesh querying.

Navigating Bad Assumptions

A regular update on the state of my game engine jan-kelemen/niku. Some past mistakes were corrected, and hopefully, no new ones were made.

Asset loading 2: Electric Boogaloo

The last time I implemented loading of glTF files, I loaded the model geometry to GPU buffers that can also be accessed from the CPU before finally transferring it to dedicated GPU buffers. This approach worked well for gltfviewer as it didn’t need to access the geometry.

Eppur si muove

New year, new demo application for my game engine jan-kelemen/niku. The new demo application is named galileo. Its continuing mission to integrate physics simulation and scripting language support into the engine.

I also took the opportunity to clean up some things. Here is the diff compared to the state shown in the previous post.

Physics

I went over the basics of using a physics engine in It Goes In The Square Hole and Rendering Medvednica From a Heightmap. Compared to that post I’ve decided to switch from using the Bullet Physics SDK to Jolt Physics.

Jan Kelemen

Software, mountain bikes and old cars