Hacking sim game?
* Chunks are now rendered as solid, lit meshes instead of wireframe. * The GLSL shaders have been updated to a directional lighting model. * Chunkmes now calculates normal vectors for each vertex to enable the lighting. * Shader class now has a 'set_vec3' method for sending lighting date to the GPU. Bug Fix: * Resolves visual artifacts and "seams" at chunk boundaries. Next up: * To calculate the correct angle for a vertex at the edge of chunk A, we need to know the height of the terrain in the neighboiring Chunk B. Since it doesn't have that information, the GPU's making an appoximate guess. We need to generate and send a small "border" of height data along with each chunk, I'll do this by increasing the size of the heightmap array in the network message so it can hold the 32x32 chunk plus 1 vertex border all around. MAking it 34x34 for each chunk. |
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|---|---|---|
| assets/shaders | ||
| libbettola | ||
| src | ||
| srv | ||
| .gitignore | ||
| CMakeLists.txt | ||
| Makefile | ||
| README.org | ||
Bettola Game
A 2D RPG game and engine created with C++, SDL3, and OpenGL.
Dependencies
The following dependencies are requird:
- A C++ compiler (e.g., clang, g++)
- CMake (3.16 or newer)
- SDL3 development libraries
- GLEW development libraries
Installation (Debian)
You can install all required dependencies with the following command:
sudo apt update
sudo apt install build-essential clang cmake libsdl3-dev libglew-dev
Build Instructions
This project uses a top-level Makefile to simplify the CMake workflow. All build artifacts will be placed in the bin/ directory.
Run the following from the root of the project directory.
-
Build the project: The executable will be located in
bin/bettola.make -
Build and run the project:
make run -
Clean the project: This removes the
bin/directory.make clean