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DEVLOG.md

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Devlog

  • 2024/03/22 - considering using glad+sdl2 instead of glew+glfw
  • 2024/06/24 - upgraded dear imgui so that it can work on Apple M3 machines
  • 2024/06/26 - fixed an issue where the error is not thrown when the framebuffer is incomplete (missing "throw" keyword)
  • 2024/06/26 - fixed an issue where glGetString(GL_VERSION) returns null and all textures are missing and not loadable by switching to system-wide GLEW and back
  • 2024/06/26 - found out that passing vec3(0, 0, 0) to shadow pass World matrix can cause an interesting bug where the shadows move autonomously
  • 2024/06/27 - implemented normal mapping (normals flipped)
  • 2024/06/28 - fixed flipped normals
  • 2024/06/28 - it turns out that the bottleneck is light calculation; turning aux lights off can make the game run at a reasonable speed
  • 2024/06/29 - using high frequency image (such as brown_mud_leaves_norm_gl.jpg) as a height map can generate an interesting effect
  • 2024/06/30 - implemented a tessellated terrain
  • 2024/07/03 - implemented phyiscs debug UI and learned that constantly growing std::vector without reserving space can cause freeze
  • 2025/01/09 - unable to resolve "fatal error LNK1104: cannot open file 'm.lib'" on Windows
  • 2025/05/25 - realized that LNK1104 might be caused by raudio or lua, solved by removing raudio
  • 2026/06/01 - completed major engine port to WebAssembly and resolved critical WebGL2 rendering bugs
  • 2026/07/05 - added TerrainStreamer: 10km x 10km open-world terrain streaming (tiled ring LOD, JobSystem async generation, gutter+skirt seam handling, collider ring, splat hooks) + TerrainStreaming example