If you are curious about the newly added Octree and OctreeHelper classes, why not take a look at the recently created #GCubeSDK Documentation
fenixfox-studios.com/manual/…
Octree and OctreeHelper for #GCubeSDK were finally added. The GameCube takes some time to build, but its a must have for performant collision. Again: class structure was inspired by #threejs🩵!
#gamedev#gamecube#indiedev
There are just a few documentations I actually like and one of them is clearly #threejs docs. I ended up writing my own parser to auto generate CPP → MD → HTML CSS while #steam page is still under review. Default theme: Dark, Light, or Cube?
#gcubesdk#gamedev#gamecube
Building a #qt -based GUI for upcoming #GameCube SDK so more people can use it easily. You can still stick to the CLI and make commands if you prefer, but I want to offer a simple starting point for anyone new to the framework. #IndieGameDev#threejs
There is so much hassle behind the scenes that no one will ever witness, but with this update a release of the MVP Version for this framework could come around newyear!
🧵 (5 / 5)
Before I could start with the SkinnedMesh class I had to add the skeleton class, which itself is depending on the bone class. I also added the skeletonHelper and boneHelper classes to make debugging easier.
🧵 (4 / 5)
I could have done a whole Milestone just on the SkinnedMesh class alone, but it was not presentable enought without the GLTFLoader. The class contains features like Skinning, Bone-Weights (max 4 / vertex), Geometry Deformation
🧵 (3 / 5)
Most important Addition is the GLTFLoader. Used cgltf: My thanks goes out to *Johannes Kuhlmann*. I had to rewrite it from LittleEndian into BigEndian to make it compatible for GameCube though. Finally Im able to extract everything I needed.
github.com/jkuhlmann/cgltf
🧵 (2 / 5)