@grapefrukt or render to a buffer and then draw it with an alpha of 1. (The issue is probably that when doing alpha blending the incoming alpha value is written into the buffer its writing to)
@grapefrukt if you have control over the swapchain framebuffer you could set it to a non alpha pixel format
Custom game engines are not as rare as you might think. Here's a breakdown from @raysan5 (creator of Raylib)
https://gist.github.com/raysan5/909dc6cf33ed40223eb0dfe625c0de74
it's a good day to remind #gamedev friends that luxe exists. https://createwith.luxe
The wider beta is approaching and we're shipping a commercial game with it soon too (https://store.steampowered.com/app/1836400/Mossfield_Origins/)
@lorenschmidt good tshirt
@moopet i have many of the same reservations with all engines, Godot included
I haven't properly announced this before, but given the light of today's events, here we go: my game engine is ✨open source✨
if you're ever feeling experimental or just want to dive in a lot of nerdy code, here it is: https://github.com/isadorasophia/murder
it's fun and it's free and it's dotnet 7!!! (soon to be 8)
that is to say, i wish there were more beginner oriented engines that focused only on getting things up on the screen quickly and didn't bother so much with optimization, deployment and extensibility (Processing is a great example of this) and professional engines were closer to what they used to be: just collections of low level libraries that made the job of rolling your own tech accessible to people who already know how to code (this is my current personal goal)
i strongly believe that it is impossible to build a tool that is both friendly to beginners and useful to professionals. the needs are on the opposite parts of a pretty wide spectrum. i feel like this is doubly so in the game engine space and the confusion between the two needs has turned every engine into a soup that is too much for a beginner and too inflexible for professional development
a humble render farmer