Kru
@kruithne.bsky.social
📤 344
📥 14
📝 184
game developer, made wow.export
added WMO support to the map viewer; WMOs are bigger objects such as caves, buildings, cities, etc these can also be selected and quickly exported without having to find the model name
#wow
#warcraft
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about 11 hours ago
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added a fun feature; you can select models directly in the world and then go straight to that model for exporting super useful when you know *where* something is, but not what the model is called
#wow
#warcraft
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about 12 hours ago
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map viewer now displays M2 models, so that's all the world props, trees, etc..
#wow
#warcraft
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1 day ago
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.. and finally, full terrain rendering to match in-game quality for performance outside of a configurable LOD this utilizes the tex0 from before
#wow
#warcraft
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1 day ago
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using minimaps for terrain is a great hack, but has disadvantages instead, utilizing the pre-baked distance textures we can get much higher fidelity, while still remaining cheap enough to render an entire map at 60+ FPS
#wow
#warcraft
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3 days ago
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in addition to flat shading, added a mode to project the minimap textures on to the terrain. not great close-up but for massive shots of the entire continent it's great to see things (and it's cheap & efficient)
#wow
#warcraft
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3 days ago
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pivoted back to wow.export for a bit of fun this weekend, decided to implement a map viewer so you can explore maps in 3D directly in wow.export
#wow
#warcraft
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4 days ago
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moved emission to the alpha channel (since I'm not using it) which makes it easy to do things like this
#gamedev
#indiegamedev
#indiegames
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4 days ago
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experiment 1 is glowing objects: fragment shaders write emission to second RT, it's downsampled (using Jimenez's approach from CoD), then upsampled and additively blended
#gamedev
#indiegamedev
#indiegames
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4 days ago
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i could keep adding features forever, so I'm calling it scope-complete now before I move on to art-test, I'm allowing myself time to prototype three whacky fun experiments that I may or may not keep the first... blessed cube
#gamedev
#indiegamedev
#indiegames
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4 days ago
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day 425 and the particles have formed a celestial body known as Xarlararia blessed child of the cosmos, grant me your wisdom
#gamedev
#indiegamedev
#indiegames
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5 days ago
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i was experimenting with particle emitters and accidentally created a̵̼̕͝b̵̡̚y̶͇̪͂̈́ṣ̷̭̾s̴͍͗ ̶̤͘n̷̹̎̊ö̴͕́õ̵̪͇̇d̷͈̔̄l̵̯̻̚e̵̱̫̓s̸̱̎́ i'm officially promoting this bug to a feature
#gamedev
#indiegamedev
#indiegames
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6 days ago
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rather than just being an infinite loop, particle emitters can also be finite this is great for programmatic effects, like an engine trying to start or a tomb door opening
#gamedev
#indiegamedev
#indiegames
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6 days ago
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already had rotation gizmos implemented for everything else, but for particle emitters they were dead-code, so repurposed that to control the emission direction
#gamedev
#indiegamedev
#indiegames
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6 days ago
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i'm surprised I haven't made a particle accelation joke yet.. anyway, added direction modes to particle emitters. in, out, shake it all about...
#gamedev
#indiegamedev
#indiegames
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7 days ago
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implemented a good old gravity parameter to particle emitters.. can you tell I'm having too much fun with this?
#gamedev
#indiegamedev
#indiegames
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7 days ago
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a few particle emitter parameters (scale, opacity, etc) can be tuned with a simple three point start->mid->end curve I could extend this to a full curve editor but why? this gives enough flexibility for anything I'd want with interpolation
#gamedev
#indiegamedev
#indiegames
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8 days ago
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instead of just A->B over lifetime for colours, particle emitters can now have a random array of colours
#gamedev
#indiegamedev
#indiegames
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9 days ago
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added a few different emitter shapes so instead of just a single point, it can now be a sphere, box or plane with various parameters
#gamedev
#indiegamedev
#indiegames
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10 days ago
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started work on the "final" big system for the engine: particles emitters can be billboards or 3D models, with optional start/end colours
#gamedev
#indiegamedev
#indiegames
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10 days ago
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SDF decal effects such as blood splatters now effect the foliage too
#gamedev
#indiegamedev
#indiegames
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11 days ago
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bit boring- it occurred to me if we had X objects animating as part of a movement puzzle, if they loaded in at different times (map chunks) they would be out of sync rewrote the animation to be deterministic with a per-object frame offset - sorted
#gamedev
#indiegamedev
#indiegames
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11 days ago
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added support for multiple objects per curve, that's the last thing I'm going to do with curves (for now) moving on to more exciting things...
#gamedev
#indiegamedev
#indiegames
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11 days ago
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collision working with curve objects now. this unearthed a few bugs with bone caching so had fun (not) fixing those as a bonus
#gamedev
#indiegamedev
#indiegames
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11 days ago
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more curve work, they now support animations for objects in either synced, staggered or randomized phases
#gamedev
#indiegamedev
#indiegames
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12 days ago
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naturally the next step was to refactor the "snap to terrain" to a "snap to normal" toggle instead, so now object snapping is even better
#gamedev
#indiegamedev
#indiegames
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13 days ago
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another one of those small "why did it take this long to implement this" dev QoL thing: object placement now factors in other objects rather than being locked to terrain
#gamedev
#indiegamedev
#indiegames
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13 days ago
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this isn't actually a new feature, I implemented this back when I was working on animated collision, but never demo'ed it.. colliders can have a flag so instead of pushing, they knockback - needs a bit of tuning, but it works!
#gamedev
#indiegamedev
#indiegames
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13 days ago
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more curve stuff: now objects can be animated along curves simple bi-directional speed, but it gives me a lot of ideas, and makes me now think they need to support collision for extra fun
#gamedev
#indiegamedev
#indiegames
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14 days ago
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with curves implemented, the next logical step was adding objects to them all the randomization/spacing parameters you'd expect, and they can be baked to static objects too
#gamedev
#indiegamedev
#indiegames
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14 days ago
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spawn it, click it, clone it, paste it.. technologic added proper copy/paste functionality for everything; objects, triggers, curves, liquids and so on
#gamedev
#indiegamedev
#indiegames
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15 days ago
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something that I never got around to adding until now is the ability to select more than one thing at a time - pretty useful
#gamedev
#indiegamedev
#indiegames
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16 days ago
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reposted by
Kru
Martin
17 days ago
wow.export 0.2.15 is out! Various improvements across the board as well as (hopefully actually working this time) support for Mac and Linux.
github.com/Kruithne/wow...
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Release 0.2.15-r1 · Kruithne/wow.export
0.2.15 (26-04-2026) Added ability to equip left and right shoulderpads independently. Added support for item variants in character customization. Added support for conditional character models (su...
https://github.com/Kruithne/wow.export/releases/tag/0.2.15-r1
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here's a rudimentary test sampling a curve for object placement to follow the player
#gamedev
#indiegamedev
#indiegames
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17 days ago
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added a super basic point path/curve system, the plan is to use this for lots of things; camera tracks, effects, scripted movement and also editor placement
#gamedev
#indiegamedev
#indiegames
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17 days ago
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added a decal system to my handmade game engine, terrain chunks (34px) and objects (64px) have SDF decal maps, lazily allocated on hit no limit on decal count, persists until object is unloaded
#gamedev
#indiegamedev
#indiegames
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18 days ago
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wanted a way to draw UI relative to things in 3D space, so.. camera::world_to_ui(Vec3) -> ScreenPos?
#gamedev
#indiegamedev
#indiegames
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18 days ago
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the surface foam uses the same colour as the shore break foam, but the alpha can be controlled separately
#gamedev
#indiegamedev
#indiegames
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18 days ago
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added a vertex shader to liquid for a wave effect. customizable (one param for tile liquid, per-instance for liquid volumes) also added in a little caustic texture
#gamedev
#indiegamedev
#indiegames
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18 days ago
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cursor based game camera implemented. detects focus, traps the mouse, all the usual
#gamedev
#indiegamedev
#indiegames
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19 days ago
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much better, rotation working for collider anchoring, so when the platform spins, you spin
#gamedev
#indiegamedev
#indiegames
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20 days ago
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adding rotational support to collider anchoring. first attempt... not perfect
#gamedev
#indiegamedev
#indiegames
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20 days ago
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if you land on a collider you now anchor to it, which makes moving platforms seamless this only handles positioning at the moment, the next step is supporting rotations
#gamedev
#indiegamedev
#indiegames
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20 days ago
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more work on physics/collision, colliders can now be assigned to bones which means we can depenetrate the player
#gamedev
#indiegamedev
#indiegames
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21 days ago
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the new automatic step up mechanic isn't good for just slope transitions, but also means you can naturally step up on to short platforms
#gamedev
#indiegamedev
#indiegames
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21 days ago
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walking from a slope to a cube with a capsule collider poses an issue: the side of your capsule hits the cube preventing you from reaching the top of the slope I implemented a step-up mechanic (essentially teleporting you up on contact), and smoothed it out over a few frames so it's not a jolt
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22 days ago
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implemented invisible walls. the work the same as normal colliders except they're authored entirely in-engine and are ... well, invisible 👻
#gamedev
#indiegamedev
#indiegames
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23 days ago
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massively improved the feel of terrain sloping, feels more natural now as opposed to being on a slip'n'slide
#gamedev
#indiegamedev
#indiegames
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24 days ago
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improved static collision to handle slopes better. it's all coming together slowly but surely
#gamedev
#indiegamedev
#indiegames
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24 days ago
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much better, rigid bodies are now behaving almost as desired still a bug where they don't wake each other on contact, but that's easy to fix
#gamedev
#indiegamedev
#indiegames
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25 days ago
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