I definitely did not do all this today (on and off the last couple weeks), but I’ve started a third iteration of a procedural 3d world (and thankfully it’s gotten better each time :)).
Today I removed an artifact where faces would look disjointed.
Example (from the first iteration over three years ago!):
This would be fine if there were supposed to be sharp edges, but no visible edges fits better with the graphical style of this project.
It’s amazing how much of a difference correct normals make!
Just wrote how people, who would rather use JOML’s API to build transformations than that of Java 2D or even JavaFX, can do so: Using JOML with Java 2D and Using JOML with JavaFX.
However, unlike for Java NIO Buffers, JOML will not provide interoperability with Java 2D and JavaFX directly in the API (such as a Matrix.get() overload) because that would break Java method overload resolution when Java 2D or JavaFX is not available during compile-time (think modular Java 9 JREs).
EDIT: Java 2D example: https://github.com/JOML-CI/JOML/wiki/Java-2D#example
I have two, one vertical for coding and one horizontal for browsing, I’m also used to have the project Idea window on the horizontal one close to the vertical
Mostly refactoring and bug fixing this top down game, the base car class now works well enough, adding in new vehicles types for the next few days, also added a simple skid mark effect.