1. Dec 31, 2024

    A 'lazy' drop shadow effect applied in pixel shader to give some depth to the ground. Every Beagle engine shader gets projection and view matricies for free, and we can use that to find where we're looking, sample the texture in that direction for a texel that looks like grass and darken the dirt.

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    .ttf fonts in Beagle are cached now so we don't have to render a whole new texture for each line of text. Quote by Suse.

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    Partitioning wall colliiders so we're not testing against the entire scene.

    Start by sorting the walls based on whether it's located in front or behind a test plane, and split any colliders that cross it. Our test plane halves the remaining space and alternates horizontally and vertically. Repeat the sorting process in a new branch until we're happy (are we?).

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    Character controller uses a circle-sweep to test for collision. Here she walks into checkered walls, resolving contact with sometimes multiple without going through any.