10 June 2026

Glint: Dev diary IV - One step forward, two steps back

Cha Cha

Shaders are being tackled and I’m sort of in the middle of the process. I knew that 3D graphics is a complex topic, but the more I dive in, I feel like my toes are getting stepped on, as I try to to tango with this complex partner. Colour me hopeful, but I think this is solveable. My standard answer to situations like this is Yes, and the question is always Violence?. But in this case I might have to drop the vaselin and try finesse instead.

In chronological order

#9 - Let there be light

Shaders allows for the scene to have light. The monochrone soup of colours is now gone, and a glorious future awaits us.

#10 - Put a pin on it

A system for pinning is added, so that we can have a torch. Mr Robot is sad that everything turned dark.

#11 - Postmature optimization

I thought to celebrate my wife’s birthday with an Easter Egg. Turns out I have some issues. Performance issues…​ PERFORMANCE!

#12 - One step forward, two steps back

We take a step forward, and two steps back, as I discover just how bloody complex models, shaders, textures, materials, bones, skinning, AARRGH…​

AAARGH
Tags: clojure gamedev