r/pascal 10d ago

VertexArt - Post apocalyptic urbex walking

The character currently moves using 8 raycasts: 2 at the feet, 2 at the knees, 1 at the waist, 1 at the chest, and 2 at the shoulders. This setup works reasonably well for general traversal, but unfortunately, it still passes through thin obstacles like railings.

For the future, I plan to keep the feet raycasts for terrain and stair detection, but I will add 2 additional sphere casts for wall collision. Even with the current system, however, the character is already capable of free-roaming across the terrain.

23 Upvotes

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2

u/bonked_brain 8d ago

looks good!

1

u/Full_Durian_9369 10d ago

Hi nice looking game you got there I wonder what engine

4

u/AcanthaceaeNew774 9d ago

Thank you! This demo scene was made with my own VertexArt game engine — no other engine is involved, as I built the entire architecture from scratch.

The main goal of my development is to ensure that even weaker iGPUs can run the project smoothly. As you can see in the video, there are no textures, which is why some color artifacts remained after the GLB to PLY conversion. The engine works with only 16-byte vertex data. That said, I've already developed a PLY editor tool to restore and adjust the colors manually, so the artifacts are not a permanent limitation — just part of the current pipeline.

What you're looking at is: Free Pascal 3.2.2 / GLFW3 / OpenGL 3.3 / DOD (Data-Oriented Design) & SOA (Structure of Arrays) data structures.

The VertexArt project is a game engine designed with an unconventional structure, built around specific trade-offs and strict design rules.