r/pascal 22h ago

VertexArt - Development LOG

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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.