TaleSpire Dev Log 502
Evening all!
Today I helped test and ship a small patch, did some planning, and worked some more on the VFX system.
On the VFX side, I've started adding support for quaternions. In one of my old hobby projects, I wrote a Lisp-to-GLSL compiler and a maths library to go with it. Part of the math library was support for quaternions, so my plan was to port that over to HLSL. Annoyingly, when I looked into it, I didn't like the api I had there. It's good that I'm improving, but man, I didn't want to use that code. So instead, I ported Unity.Mathematics' quaternion. This was a very simple task, as their API is very close to HLSL already.
Next up, I'll be adding nodes to the graph to use those functions and updating the support for passing Unity transforms to use quaternions for rotation. This will put me in a good place to support passing camera details to the shaders too.
That's all from me today. See ya tomorrow.

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