Amini Allight
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amini-allight.org
Amini Allight
@amini-allight.org
Solo game developer, VR enthusiast. Developing LambdaMod, a free and open source multiplayer game with VR support
It pains me to say this as someone who adores the last two games, but Endless Legend 2 feels like it's had a lot of the flavor sucked out?

Almost everything in EL1 & ES2 had full artworks and long flavor text attached, that's mostly gone in this entry

(Possible it's coming later in early access?)
September 23, 2025 at 1:24 AM
Another shape primitive, paraboloid!
This one's a little niche but without it you can't put satellite dishes on your sci-fi installations (might make a good serving dish, too)
#gamedev #vr
September 12, 2025 at 8:32 PM
I've been reworking and unifying my constructive solid geometry code (right now meshes are created in three different places, for some reason) and I decided to test it out with this new spool primitive for cluttering up industrial environments!
#gamedev #vr
September 8, 2025 at 9:48 PM
Finished this a while ago but here's the new rock primitive
You can pick a different random seed to get different shapes and customize the roughness and the approximate dimensions
August 31, 2025 at 1:48 AM
I'm working away on implementing an "entity classes" feature
This will let game masters define tables of functions and member variables which are imported into an entity automatically when it's activated
Great for code reuse!
#gamedev #vr
August 27, 2025 at 6:18 PM
(Loud horrible sound warning)

I discovered I never rate-limited notification sounds so an error in a user-defined step function it causes the notification sound to play per simulation tick (100 times per second)

If you unmute the video you can hear the result, but keep your volume low
#gamedev #vr
August 21, 2025 at 10:36 PM
Always important, fixed up long names in my node editor
I wonder how many other places in this giant project have issues with this 😅
#gamedev #vr
August 21, 2025 at 12:09 AM
Trying a new approach to generating rocks (i.e. lumpy irregular shapes) to populate your environments with
Don't think it's quite working yet 😅
#gamedev #vr
August 7, 2025 at 10:48 PM
Just a variation on the ladder primitive really but here's the grid primitive, useful for blocking passageways and creating dungeon cells!
You can adjust the size, spacing, thickness, etc.
#gamedev #vr
August 1, 2025 at 8:56 PM
Testing out the new ladder primitive which automatically generates ladder shapes with your choice of length, width and rung spacing!
#gamedev #vr
July 28, 2025 at 10:13 PM
Progress on the new "basin" shape primitive
Game masters can use this to represent sinks, bathtubs, bowls and maybe some really unergonomic boats
#gamedev #vr
July 22, 2025 at 3:11 AM
Haven't had much time to work on this lately but I finally got the grate mesh generation working!
Here's the final result, an overengineered procedurally generated waffle
June 4, 2025 at 10:48 PM
I thought triangulating a polygon with a hole would be easy enough I wouldn't have to look it up...
June 2, 2025 at 7:02 PM
Looking a bit more like a grate now!
#gamedev #vr
May 27, 2025 at 11:21 PM
I'm trying to design a system that will place holes (shown in red for debug) within a plane to turn it into a grate or grill, useful for making sewer environments
Hole placement is a little overeager right now!
May 26, 2025 at 10:22 PM
Got the line builder all fixed up and working now
For some reason tetrahedrons need a bigger floating point error margin (1e-3) than anything else in the entire project
Just going to ignore that I'm sure it'll never come up again 😊
#gamedev #vr
May 13, 2025 at 5:36 PM
Of course I would post this and then immediately find a solution that not only works but is easier than any previous solution!
Pictured below is just "pick the intersection that makes both involved lines equally long"
May 11, 2025 at 9:57 PM
Guess I'm going to need to improve my line builder algorithm

It has two modes: nearest intersection and furthest
Nearest leaves a hole like in the first two pictures and furthest mashes the faces through each other like in the second two
May 10, 2025 at 7:55 PM
I haven't been keeping up with what's coming but this change alone makes me want C++26
Math functions have been ruining my constexpr-ness forever
May 8, 2025 at 4:47 PM
For LMOD's four-year development anniversary I'm testing the new display names feature to help game masters convey to their players what abstract objects represent!
#gamedev #vr
May 7, 2025 at 5:41 PM
Finally got around to finishing the customizable meteor shower effect!
This is all in-game, you could make these customizations in the middle of a multiplayer session and they would sync to the other players instantly
#gamedev #vr
April 25, 2025 at 4:42 PM
Testing the new capped pipe primitive to make sure it has concave physics
#gamedev #vr
April 20, 2025 at 9:44 PM
I always think VR being lumped in with crypto/NFTs/AI/etc. is very unfair
But you can definitely argue that certain outfits expected explosive growth and that explosive growth didn't materialize
April 18, 2025 at 8:29 PM
Honestly have no idea how I created that black ripple effect (hopefully it comes across after compression)
#gamedev #vr
April 13, 2025 at 6:51 PM
New hollow vent primitive for my multiplayer sandbox game!
#gamedev #vr
April 11, 2025 at 6:16 PM