Kru
@kruithne.bsky.social
📤 348
📥 14
📝 195
game developer, made wow.export
More customization fixes in 0.2.19 for wow.export, we now support gender and class variants for item textures
#wow
#3d
#warcraft
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29 days ago
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wow.export 0.2.19 also brings major improvements to mechagnome customization.. not only do we now support the custom body parts, but we've also fixed a long-standing texture issue with them
#wow
#3d
#warcraft
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29 days ago
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In wow.export 0.2.19 things continue to get horny as we now support advanced dracthyr customization
#wow
#3d
#warcraft
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about 1 month ago
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In wow.export 0.2.19 customization for demon hunters is finally supported, allowing you to select horns, blindfolds etc
#wow
#warcraft
#3d
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about 1 month ago
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that's everything for the map viewer for now, it's available in wow.export if you want to try it out it's not perfect, and there's lots more to do, but for a weekend fun project I'm very happy with the result
#wow
#warcraft
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about 1 month ago
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added M2 skybox support for maps with the fancy things in the sky
#wow
#warcraft
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about 1 month ago
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global WMO support for the map viewer, so maps like Stockades, Onyxia's Lair, Blackwing Lair etc can all be viewed. unlit demo because WMO lighting still needs some love
#wow
#warcraft
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about 2 months ago
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added animation support in the map viewer- birds, look at the birds!
#wow
#warcraft
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about 2 months ago
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added skybox support (not the fancy modern M2 ones yet) and the ability to customize the time of day
#wow
#warcraft
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about 2 months ago
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implemented some rudimentary liquid support to the map viewer... very basic, but it's a good start
#wow
#warcraft
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about 2 months ago
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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 2 months 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 2 months 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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about 2 months 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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about 2 months 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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about 2 months 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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about 2 months 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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about 2 months 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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about 2 months 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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about 2 months 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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about 2 months 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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about 2 months 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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about 2 months 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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about 2 months 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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about 2 months 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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about 2 months 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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about 2 months 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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about 2 months 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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about 2 months 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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about 2 months 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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about 2 months ago
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SDF decal effects such as blood splatters now effect the foliage too
#gamedev
#indiegamedev
#indiegames
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about 2 months 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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about 2 months 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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about 2 months 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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about 2 months 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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about 2 months 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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about 2 months 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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2 months 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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2 months 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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2 months 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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2 months 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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2 months 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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2 months ago
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reposted by
Kru
Martin
2 months 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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2 months 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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2 months 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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2 months 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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2 months 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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2 months 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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2 months 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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2 months ago
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