jupiter // blue
@jupiter.blue
Level 45 tigress!
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!
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!
Easier, yes. But also costly.
November 5, 2025 at 10:44 AM
Easier, yes. But also costly.
Maybe I'll get to peddle my ~~bullshit~~ lovable Entity-Component System (fennecs.tech ) at Talk & Play this month... if they'll have me.
#BerlinGameScene #TalkAndPlay
#BerlinGameScene #TalkAndPlay
September 3, 2025 at 12:30 PM
Maybe I'll get to peddle my ~~bullshit~~ lovable Entity-Component System (fennecs.tech ) at Talk & Play this month... if they'll have me.
#BerlinGameScene #TalkAndPlay
#BerlinGameScene #TalkAndPlay
The right projecting? You don't say...!
August 4, 2025 at 11:21 AM
The right projecting? You don't say...!
Wait, are we at the point of interrogating LLMs as witnesses / suspects? Already?
July 21, 2025 at 7:48 AM
Wait, are we at the point of interrogating LLMs as witnesses / suspects? Already?
*digs up and blows dust off of old NASA files*
... 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
July 17, 2025 at 11:04 AM
*digs up and blows dust off of old NASA files*
... 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
Just remembered I still had the source data for my navigation star atlas.
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
July 17, 2025 at 10:10 AM
Just remembered I still had the source data for my navigation star atlas.
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
July 15, 2025 at 10:29 PM
"This is supposed to be the options menu?"
"... 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
"... 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
July 14, 2025 at 10:17 PM
The idea is to help with spatial perception by always having some kind of visual parallax hints. When the user wants to look a certain way, the focused object moves out of the way but stays in the frame, so the spatial relationship is preserved and the players don't get literally lost in space.
July 11, 2025 at 8:46 PM
The idea is to help with spatial perception by always having some kind of visual parallax hints. When the user wants to look a certain way, the focused object moves out of the way but stays in the frame, so the spatial relationship is preserved and the players don't get literally lost in space.
I am once again evolving my input controller. 😼
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
July 11, 2025 at 8:34 PM
I am once again evolving my input controller. 😼
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
Something like that, I guess. Need to figure out how to generate my star catalog into into a Godot .tres file...
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
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
July 11, 2025 at 10:52 AM
July 11, 2025 at 9:47 AM
When your project reaches escape velocity, or:
Why in my headcanon, PlasticSCM merge links read as Hohmann Transfers.
Why in my headcanon, PlasticSCM merge links read as Hohmann Transfers.
July 8, 2025 at 7:24 AM
When your project reaches escape velocity, or:
Why in my headcanon, PlasticSCM merge links read as Hohmann Transfers.
Why in my headcanon, PlasticSCM merge links read as Hohmann Transfers.
Found a new filter in Paint.NET:
> 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
July 5, 2025 at 11:06 AM
Found a new filter in Paint.NET:
> 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
July 3, 2025 at 2:33 PM
I structured them, temporarily, in static groupings. These will probably become editable, though each of these groups has one targeting computer that can be fitted and configured.
(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)
June 29, 2025 at 10:47 PM
I structured them, temporarily, in static groupings. These will probably become editable, though each of these groups has one targeting computer that can be fitted and configured.
(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)
Weekend #GameDev recap... Greyboxing 2.0!
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!
June 29, 2025 at 10:39 PM
Weekend #GameDev recap... Greyboxing 2.0!
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!