Game dev during the day, more game dev at night.
https://fennecs.tech ... the tiny C# Entity-Component System that loves you back!
https://jupiter.blue ... a game about plunder, salvage, space battles in a cyber/solar/biopunk future!
#BerlinGameScene #TalkAndPlay
#BerlinGameScene #TalkAndPlay
... is 1993 old? My File Manager says it's from "A long time ago".
I was just learning to program in earnest back then.
#ComputerArchaeology #GameDev
... is 1993 old? My File Manager says it's from "A long time ago".
I was just learning to program in earnest back then.
#ComputerArchaeology #GameDev
Phew, that saves me a lot of menial work...! ☠️
Some doofus sorted them... by Sidereal Hour Angle, even?
Maybe I was creating a mesh, and felt the need to traverse in some sensible order...?
#GameDev
#Archaeology
#Astronomy
Phew, that saves me a lot of menial work...! ☠️
Some doofus sorted them... by Sidereal Hour Angle, even?
Maybe I was creating a mesh, and felt the need to traverse in some sensible order...?
#GameDev
#Archaeology
#Astronomy
"... it's about as tidy in here as it is in my own head."
"... wait!? I know this place... this IS my own head!"
"Are we the diagetic UI?"
(I promise I'm onto something here... work in progress, very much in progress...)
#GameDev #SciFi #IndieDev #SoloDev
Still lacks the focus / sensitivity heuristic, but #GodotEngine has InputEvents that I can use to compoe actions into intuitive "point to bring me the horizon" gestures.
This is 100% mouse wheel, look, middle and right mouse button.
#Ui #GameDev
Still lacks the focus / sensitivity heuristic, but #GodotEngine has InputEvents that I can use to compoe actions into intuitive "point to bring me the horizon" gestures.
This is 100% mouse wheel, look, middle and right mouse button.
#Ui #GameDev
Anyway - in the process, I explored shader instance variables, managing texture arrays as resources, and how to render scaled billboards with a custom spatial shader.
#Space #IndieDev
Why in my headcanon, PlasticSCM merge links read as Hohmann Transfers.
Why in my headcanon, PlasticSCM merge links read as Hohmann Transfers.
> Sketch Blur >
...this bad boy is going to become my entire art style!
(for skyboxes and cloud textures)
#ScreenShotSaturday
#GameDev #IndieDev
> Sketch Blur >
...this bad boy is going to become my entire art style!
(for skyboxes and cloud textures)
#ScreenShotSaturday
#GameDev #IndieDev
(compute power and capability is one of the limited resources in jupiter.blue)
(compute power and capability is one of the limited resources in jupiter.blue)
a) wrote #GodotEngine editor @tools to pick apart some very complex hierarchies and turn them into inherited scenes.
b) added materials with per-instance color components.
c) up-gunned the fsck out of two cruisers and a battleship, for ships and giggles!
a) wrote #GodotEngine editor @tools to pick apart some very complex hierarchies and turn them into inherited scenes.
b) added materials with per-instance color components.
c) up-gunned the fsck out of two cruisers and a battleship, for ships and giggles!