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<root>­/­parties­/­2025­/­mountainbytes25­/­graphics/valentine-mail.zip

File size:
2 069 755 bytes (1.97M)
File date:
2025-02-17 00:27:02
Download count:
all-time: 4

Preview

  • a-work-in-progress-1.png 168.06K
  • a-work-in-progress-2.png 170.59K
  • a-work-in-progress-3.png 186.68K
  • a-work-in-progress-4.png 193.95K
  • reference.png 1.27M
  • valentine-mail-1080p.exe 3.42K
  • valentine-mail-720p-windowed-debug-watch.exe 4.61K
  • valentine-mail.nfo 1.13K

file_id.diz

  ___________________________________
/ released in the combined graphics   \
\ compo at MountainBytes 2025         /
  -----------------------------------
         \   ^__^ 
          \  (oo)\_______
             (__)\       )\/\
                 ||----w |
                 ||     ||

99% partycoded (1% at the airport)

I wanted to not-partycode this but days, weeks, months
passed and the only thing I managed to do a few days before
the party was working on tooling[1] instead of the entry :D

This time with some form of anti aliasing :D

Shader source is /still/ not minified :^)
(except whitepsace and comments being trimmed)

Crinkler was used to link & compress the exe.

[1]: tooling: the debug-watch executable watches the directory
and reloads the shaders if a.glsl or b.glsl are written to.
This was really necessary now because I used to write the
shader in a different tool which also live reloaded but all
the font/texture things were not implemented there. So to
test the font stuff I had to push the export button, recompile
the exe, and run the exe to test it. With so much usage of
font textures here, that would've been ridiculous