This is a game engine that has special shaders for simulating relativistic motion. It's also an opportunity for me to learn about OpenGL and Rust.
A lot of the "starter code" comes from bwasty's repo about converting Joey DeVries OpenGL tutorials to Rust. https://github.com/bwasty/learn-opengl-rs
- Collisions
- Add Input widgets for menus and debugging
- Blinn Phong Lighting
- Shadows
- Better Tessellation control
- Scene selection/swapping in a menu.
- A city model scene
I need to have a concrete goal for where I'm going so that I can accomplish something
So what am I trying to do?
I want to make a procedurally generated 9-block city
The first iteration will be:
Buildings are textured rectangles: One rectangle on top of another. Each rectangle is uniquely textured. Parameters: 1. height 2. blocks ratio 3. A button to re-choose textures
There are two different "street" models. A straightaway piece (rectangle with middle street line) An intersection piece (A square with crosswalk walls) Parameters: 1. width 2. length
"City" generation: The street and building pieces will be laid out in a grid. They will snap together like lego bricks The building will be a NxN piece and street pieces are 1x1. So you can use streets to border a building. A "City" is initialized with a 2D array of numbers, where a "#" is a building and a "@" is a street. If there are multiple adjacent building pieces, they get merged into one actual building model Ex: @@@@@@@@@ ##@#@###@ ##@@@###@ @@@#@###@ @#@#@@@@@ @@@@@##@# @#@#@##@@ @@@@@@@@# @######@#