#ProjectSpecialK
Jesus fucking Christ.

I seriously need help.

#ProjectSpecialK
February 24, 2025 at 1:13 PM
Just slowly building up the courage to try and rewrite the bone loader in #ProjectSpecialK to hopefully fix that one major problem, fearing greatly that it won't make a difference...
January 25, 2025 at 4:52 PM
Well, I finally did something with #ProjectSpecialK again. Even if it's just making it load only strings for the currently selected language.

It simplifies the text database a lot, but right now requires a restart to apply the changes.
June 10, 2025 at 7:44 PM
In this #ProjectSpecialK mockup, I have a City Folk-inspired bar on the bottom. Pockets, Reactions, Critters, Map, and More.

I can think of four more things: Designs, Profile, Shop, and Settings.

I could remove the two blanks but that leaves only four extra items. Any ideas on what could be added?
November 12, 2024 at 12:39 PM
#Webfishing: change clothes anywhere, unlimited pocket space, can change appearance and even species anywhere.

#AnimalCrossing: change clothes anywhere, but need closet to access *all* your clothes, can only change appearance with mirror.

#ProjectSpecialK: clothes need a closet, but otherwise... ?
November 12, 2024 at 6:14 PM
And the year'd ended so nicely...

#ProjectSpecialK
January 2, 2025 at 3:09 PM
This is getting out of hand.

#ProjectSpecialK
October 16, 2024 at 10:29 AM
Scene trees? Sure. I actually have something not exactly but entirely unlike scene trees in #ProjectSpecialK right now actually. Implemented it myself, so I fully understand how they work, and how they're supposed to work.
March 13, 2025 at 5:21 PM
Great, now I'm wondering if "NameableThing" and "Tickable" are adequately good class names

#ProjectSpecialK #programming
July 18, 2025 at 2:18 PM
The speed diff between debug and release builds of #ProjectSpecialK is quite impressive.

From the moment I press F5 in MSVC, it takes ~12 secs for a debug build to get from there to that scene I keep showing in screenshots.

For a release build, it's ~2 secs, including VS setting up a run.

Wow.
November 14, 2024 at 12:42 AM
What a lack of texture data does to a mfer.

#ProjectSpecialK
October 20, 2024 at 9:51 PM
I think I finally have a good reason to switch to OpenGL 4.3 or higher.

Sampler binding and uniform location definitions directly in GLSL.

#ProjectSpecialK #programming #opengl
December 9, 2024 at 11:58 PM
Okay seriously though. It's been a month. What the hell is this fail state even called, what causes it, and most importantly, how the fuck do I fix this?

#ProjectSpecialK
April 12, 2025 at 4:23 PM
Okay. So. #ProjectSpecialK issue. Conundrum, perhaps.

On the one hand, I can cast a ray down from just above the feet of a character to find the height of whatever polygon they're supposedly standing on. For a simple ground tile this can be simplified to just height = tile's elevation × 15

🧵 1/?
May 1, 2025 at 7:59 PM
Wrote down some of the ideas for #ProjectSpecialK I've had spinning in my head for the past couple weeks. It's a bit long and kinda dry but if anyone has any comments, suggestions, or offers to help that'd be GREAT: helmet.kafuka.org/projectspeci...
helmet.kafuka.org
February 23, 2025 at 1:09 PM
Fun fact: #AnimalCrossing New Horizons stores the exact model and rotation for each tile in the saved island map data, while only the elevation and presence of water is truly required.

That's what I've been working on for #ProjectSpecialK for the last two or three days.
January 8, 2025 at 11:12 PM
... What *would* be the best way to handle sing-along data in music in #ProjectSpecialK anyway?
February 25, 2025 at 7:40 PM
So @hunter-r.com's latest video revealed that GC Animal Crossing actually does Ankha's snake thing and such better than New Horizons — a separate model for the snake, while ACNH has entire copies of the whole model for each individual villager.

#ProjectSpecialK actually does what the original does!
March 1, 2025 at 8:54 PM
I have no booze and I must drink.

#ProjectSpecialK
January 20, 2025 at 1:49 PM
Mastodon user fops suggested ~/.local/projectspecialk as a default, and to use an environment variable (on both systems) to override this. Just for the record.
October 18, 2024 at 8:39 PM
So in #ProjectSpecialK, which I develop in Windows for Windows, the saved game data goes in the Saved Games folder.

There's very little stopping me from compiling and running this on Linux though... but where should the saved games go on Linux builds?
October 18, 2024 at 5:07 PM
Almost eighty fucking people to disappoint. I'd feel even worse about it if any of 'em put money in this thing, and I'm already feeling like absolute goddamn garbage.

#ProjectSpecialK
February 24, 2025 at 4:15 PM
Ah, November. I thought I had it. That I just had to implement actual animation support.

Two months later, turns out that was about the only kind of motion that worked right, and I've been in actual goddamn pain since then.

#ProjectSpecialK
March 11, 2025 at 12:27 AM
#ProjectSpecialK has a depth prepass now. Six or so hours of research by my guesstimate, little over an hour of actual implementation work.
September 17, 2025 at 11:07 AM
Speaking of snow, would it be too obvious if I implemented precipitation in #ProjectSpecialK by just having a quickly scrolling texture in front of the scene? Like the background it had before I did the sky shader, but with an alpha channel and much faster?
November 20, 2024 at 9:25 AM