Author ⇨ @gruen.us
- Rope is largely functional (need to sharpen some of its segment creation/deletion logic)
- Collisions are easier assuming spherical cows of uniform density
- Vastly improved rope controls for player
- (Almost) workable collisions for player. Bugs abound, but not getting in the way.
- Rope is largely functional (need to sharpen some of its segment creation/deletion logic)
- Collisions are easier assuming spherical cows of uniform density
- Vastly improved rope controls for player
- (Almost) workable collisions for player. Bugs abound, but not getting in the way.
It is still shit at choosing the right math to use, but it is very good at putting it into code.
It is still shit at choosing the right math to use, but it is very good at putting it into code.
Also changed to dark mode because it's no longer a daytime project but a nighttime one.
Also changed to dark mode because it's no longer a daytime project but a nighttime one.
Very broken code, but I can see this being very useful for testing out some ideas before premature optimization once the rest of the basic game physics are up and running.
Very broken code, but I can see this being very useful for testing out some ideas before premature optimization once the rest of the basic game physics are up and running.
Also, the Y axis direction is flipped. (Positive is down in ebiten-land and up in chipmunk land.)
Also, the Y axis direction is flipped. (Positive is down in ebiten-land and up in chipmunk land.)
Now, instead of moving forward on that solution, going to use a well-tested library as people much smarter than me have already done this work: github.com/slembcke/Chi...
Now, instead of moving forward on that solution, going to use a well-tested library as people much smarter than me have already done this work: github.com/slembcke/Chi...
While the entire game logic can (currently) fit within a tiny context window, it doesn't seem to retain any context about how bounding boxes are drawn. (Corner vs center positioning.)
Time to refactor (the refactor) by hand.
While the entire game logic can (currently) fit within a tiny context window, it doesn't seem to retain any context about how bounding boxes are drawn. (Corner vs center positioning.)
Time to refactor (the refactor) by hand.
If it’s a streamer, maybe allow players to play each other who would otherwise be “in chat”.
There has to be a way to engage an audience in a game while watching a game.
If it’s a streamer, maybe allow players to play each other who would otherwise be “in chat”.
There has to be a way to engage an audience in a game while watching a game.
My initial thinking was to have everything in the world be a spline or a polygon so you could get really excellent, high-fidelity interactions between players, utilities, and the world. BUT, turns out that function/spline based collision detection is expensive.
My initial thinking was to have everything in the world be a spline or a polygon so you could get really excellent, high-fidelity interactions between players, utilities, and the world. BUT, turns out that function/spline based collision detection is expensive.
Nostalgia is a powerful drug.
Nostalgia is a powerful drug.
I get that there’s some fun in the build-up to being able to play the game while the game loads… but if the game engine is lean enough, there’s… not much to have to load.
Why not just go straight to game rather than mash ESC?
I get that there’s some fun in the build-up to being able to play the game while the game loads… but if the game engine is lean enough, there’s… not much to have to load.
Why not just go straight to game rather than mash ESC?
- all world entities report pos, vel, type for current AND intended next position solipsistically
- collision detection checks for intersections and course corrects entities by reassigning pos, vel
- all world entities report pos, vel, type for current AND intended next position solipsistically
- collision detection checks for intersections and course corrects entities by reassigning pos, vel
Reframe: Learned that my player inputs and movement intents need a bit of a refactor to accommodate the high-precision, high-speed collision detection I’m going for.
Tomorrow: refactor!
Reframe: Learned that my player inputs and movement intents need a bit of a refactor to accommodate the high-precision, high-speed collision detection I’m going for.
Tomorrow: refactor!
Instead of just cutting the rope and letting momentum carry you through the air, player can propel off in the direction of the rope. Will play with this force and see how it works out!
Instead of just cutting the rope and letting momentum carry you through the air, player can propel off in the direction of the rope. Will play with this force and see how it works out!
Got a demonstrable core mechanic coded. Nice. Still need to tune, but that will come later.
Refactored the already-difficult logic in preparation for more complicated logic.
Wrote out some TODOs before I forget; will be a few days before I get a nice chunk of time to work on this.
Got a demonstrable core mechanic coded. Nice. Still need to tune, but that will come later.
Refactored the already-difficult logic in preparation for more complicated logic.
Wrote out some TODOs before I forget; will be a few days before I get a nice chunk of time to work on this.
(Player input forces more aggressive than will likely make the final cut, but it makes it easier to stress-test.)
(Player input forces more aggressive than will likely make the final cut, but it makes it easier to stress-test.)
Hilarious.
(Do discarded ropes pile up and fuse with level terrain? Maybe!)
Hilarious.
(Do discarded ropes pile up and fuse with level terrain? Maybe!)
Scrapped all prior work to restructure project. (Previously a single main.go file… opted to rebuild it on ebitengine patterns.)
Got halfway.
Added a camera.
Also, seems I will still need to spoon-feed LLMs on physics and collision logic. (4 hours lost.) Witness:
Scrapped all prior work to restructure project. (Previously a single main.go file… opted to rebuild it on ebitengine patterns.)
Got halfway.
Added a camera.
Also, seems I will still need to spoon-feed LLMs on physics and collision logic. (4 hours lost.) Witness:
Thank you, gentlemen, for the excellent content.
Thank you, gentlemen, for the excellent content.