Hey DM Ashura, this is pretty cool. Nice to see more Sonic-related code on different languages, and on GitHub. I downloaded the engine, but I was...
I've made the shader error handling less draconian now. Missing uniforms/attributes now issue a warning instead of an error. If it didn't work...
Having this featured on Hacker News was a very pleasant surprise. :-) Haha, the topic got 12,000 views in a few hours. I've fixed a minor bug on...
Holy shit. I'm like, totally hyped about this game now. Everything I saw on the videos looked perfect. The physics looked much more accurate than...
BlitzSonic does that with springs, if I'm not mistaken. At least, I remember implementing it... Also, I'm almost sure: Portal's "funnels" do...
Ha, that would allow for some kickass galvanized metal and ice effects. Update: I've implemented layers of objects, so skyboxes are now a...
@DustArma: Whoah, that's quite severe. Hadn't seen the video. @Chimpo: That's most likely the game trying to invert a singular matrix. Sylvester...
Hmmm.. Having things premultiplied is not a bad idea. But still, how would we fit the color*albedo + alpha*specular info along with the nromals?...
We can "pack" the normal on a single value while losing some precision if we use some sort of parametric spiral. This is how MD3 stores normals,...
From http://www.khronos.org/registry/webgl/specs/latest/#5.13 const GLenum...
Hey Gen, Thanks for the code. Now I get what you mean by tangent-space vs world-space. Light in tangent space is used to avoid transforming...
Yay! thanks DustArma. Now I know which shader was the culprit. (shader/metal.jsonshader) I was doing something really stupid. (Assigning a value...
@AerosolSP: :( Unfortunately in your case there isn't much I can do with on the JS side to get it running there... If you have the drivers that...
I think the error is fixed now. I've also added a more descriptive message, so if it isn't fixed, it should be much easier to track it down. If...
I think I figured what's going on. The graphics card drivers are optimizing away a unused GLSL variable on a shader, but the engine is trying to...
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