and then i started rambling
and then i started rambling
would just love to see a blog/etc (if the chance arises) like "here's some thoughts on leveraging rusts strengths for game scene/entity structure, and non-ecs pathways that are still uniquely suited to rust"
would just love to see a blog/etc (if the chance arises) like "here's some thoughts on leveraging rusts strengths for game scene/entity structure, and non-ecs pathways that are still uniquely suited to rust"
the 'time until a lil guy can run around' (TTLG) on both ends is really high and neither offer guidance OOTB for what these look like at scale
the 'time until a lil guy can run around' (TTLG) on both ends is really high and neither offer guidance OOTB for what these look like at scale
testing bevy felt like dragging and dropping godot nodes into a tree, but only using code-glue and a lot of arbitrary macros to learn on-the-fly
testing bevy felt like dragging and dropping godot nodes into a tree, but only using code-glue and a lot of arbitrary macros to learn on-the-fly
im finally starting to near a paradigm i like that isn't ecs, but you still sort of have to use all the same tricks (anymap + generational indices all the way down)
im finally starting to near a paradigm i like that isn't ecs, but you still sort of have to use all the same tricks (anymap + generational indices all the way down)
similarly, indies can "fill in" but also, on that platform have to weigh up against Zelda so..
similarly, indies can "fill in" but also, on that platform have to weigh up against Zelda so..
- etrian odyssey untold 2
- etrian mystery dungeon
really just add a cooking mama minigame to either of those and they would execute flawlessly
- etrian odyssey untold 2
- etrian mystery dungeon
really just add a cooking mama minigame to either of those and they would execute flawlessly
the most salient point is that moving at a non-constant number of pixels *per-frame* always introduces jitter, and no post-processing fully saves it. cave story's lerpy camera has jitter and doesn't even use floats for positions in the code!
the most salient point is that moving at a non-constant number of pixels *per-frame* always introduces jitter, and no post-processing fully saves it. cave story's lerpy camera has jitter and doesn't even use floats for positions in the code!