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.
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.
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.
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!
(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.)
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:
I spent a few hours over thanksgiving hacking together a basic physics and player environment to see how different mechanics feel. Turns out there’s a bit of math to work out that’s beyond even the most advanced LLM’s comprehension, so will have to code it by hand. (Woo!)
I spent a few hours over thanksgiving hacking together a basic physics and player environment to see how different mechanics feel. Turns out there’s a bit of math to work out that’s beyond even the most advanced LLM’s comprehension, so will have to code it by hand. (Woo!)