Alright so some under the hood changes today:
- Unified all 3d stuff to floats. I had a sort of half and half mix of floats and doubles and I was constantly casting between them. Now 100% floats. This was suggested by someone who knows a lot more about game engines than me.
- Tag reading has been unified. I'm going to make all tags use the same syntax loosely based on JSON (thanks flibit for the suggestion :P)
- The shader scalar system has been opened up and you can now have up to 27 scalar floats fed into a shaderThis will allows you to do whatever the fuck you want with that. Shader scalars are like the A OUT, B OUT stuff in halo tags. You can give a shader a float and it'll use it in rendering. Common uses would be turning on and off lights on a warthog or making tire treads spin based on the warthogs speed, or making numbers on an ammo counter move. ETC ETC ETC ETC


This will allows you to do whatever the fuck you want with that. Shader scalars are like the A OUT, B OUT stuff in halo tags. You can give a shader a float and it'll use it in rendering. Common uses would be turning on and off lights on a warthog or making tire treads spin based on the warthogs speed, or making numbers on an ammo counter move. ETC ETC ETC ETC



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