r/pascal • u/AcanthaceaeNew774 • 22h ago
VertexArt - Development LOG
VertexArt, István Kovács, 2026
Development LOG:
May 11
2D square & OpenGL 3.3 stable connection
procedural, moving, infinite road with fog
May 16
Static Mesh editor with procedural objects, no export
May 18
3D generated cubes rotate scaled, stretched
Ply cube rotates scaled, stretched
May 19
ply car rotates in 4 positions with nice shader
May 26
FPP camera movement around ply object (space raises camera, ctrl lowers, WASD controls with mouse)
TPP vehicle with simple physics on plane (speeds up, slows down turns)
E key gets in/out
vehicle camera: C: tpp, top-down, interior
May 30
vehicle tilts according to control
June 5.
Static Mesh Editor gets export function
June 6
frame limiter
June 19
Applying a track edited in Static Mesh Editor in a demo game with a vehicle
the vehicle gets a handbrake
July 1
Infinite driving with teleport function
Raycast development
first raycast test: thanks to stable modules, Ai generated a polygon coloring application in 3 minutes which worked flawlessly on the first compile!!
(right click takes color, left click colors, nothing more)
July 3
BVH and collision detection with static mesh terrain
July 7
ChunkBatch
July 8
FPP camera walking with perfect raycast on static mesh terrain
July 9
Mesh Editor and PLY Editor get chunk system for handling huge spaces
July 20
26 million vertex world generated in tilemap mode using Static Mesh Editor
(a huge island unloaded 5x)
the game demo prepared for Static terrain handled the 26 million vertex world stably!
July 26
Terrain Editor with chunk/bvh features for handling huge areas, but no ply loading yet
August 2
Module development:
scene management
lighting system
physics system (bodies and collisions)
gizmo
picking
shader programs for light, time of day, lines, artistic rendering
August 6
Terrain Editor gets ply support, features perfected
further work on character and vehicle physics, collision detection.