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#devlog

6 posts5 participants0 posts today
Continued thread

#devlog #gamedev #cr20gc

Mas progress.

Got the basic spawning mechanisms in place for enemies and made it so that the player can't just, run away from the currently spawned enemies forever.

I basically just "recycle" the enemies as they leave the player's view and then teleport them somewhere randomly on the periphery. And of course, to demonstrate this I did the very necessary thing of naming each instance with a random adjective and noun and displaying the name above their heads.

See if you can spot the repeated instances in this premier gameplay preview featuring my finest placeholder art.

Continued thread

#devlog #gamedev #cr20gc

The past couple of days have seen some actual work being laid down. I defined player movement and started getting enemy behavior implemented.

Something I get hung up on with #GodotEngine is which of the physics nodes I should be using for different components of the game, and how to configure them for my application.

In this case, I wanted it so that the enemies wouldn't overlap as they chased the player, but I couldn't figure out which physics node I should be using for this, or what properties I needed to be tweaking to make it work the way I wanted. It seemed like no matter which node I was using the enemies would end up "snapping" to each-other like they were magnetically attracted and aligned, so they would end up forming a large line as they attempted to chase the player. Not what I intended!

After a while of trying to figure out what I was doing wrong, I decided to just roll my own little avoidance system using `Area2D`s. The idea was to take any/all overlapping areas and calculate an opposing vector to add to their existing player-seeking pathing, and it kind of works! It'll at least be good enough for the moment.

Continued thread

another example, this time we're enumerating the entire configuration space (this graph has 192 possible wave schedules) and quantifying it by a lifetime metric.

left: schedule optimized for shortest possible lifetime per node.

right: schedule de-optimized for longest possible lifetime per node.

for years i've just let Scopes leak its memory, speculating that I'd eventually get around to add a compile time GC to it.

turns out I get around it for an elegant reason:

for offline caching, Scopes is getting the ability to serialize all its structures.

it will only compile one module per instantiated process, which blesses execution with the benefits of process isolation: a crash is locally recoverable.

so "GC" is simply this:

1. serialize
2. restart process
3. deserialize

Encara que la #Fedijam ja hagi acabat (i guanyat, per cert 😍), continuo actualitzant el #Paraploimos

La última cosa que he afegit és el que en diuen #FogOfWar o boira de guerra. Bàsicament és que el mapa està covert per una boira (en el meu cas per núvolets cuquis) que es va escampant a mesura que hi passes pel mig, o que desbloqueges coses (en el meu cas, a l'entrar a una polis, per exemple).

Crec que ara començaré a fer un #DevLog abans d'oblidar-ho tot!

Hi everybody! And welcome back to our miniseries dedicated to rendering 3D scenes in shaders using the ray marching method. In the third episode, we will bring the previously static scene to life – adding combinations of objects, rotations along different axes and pivots, multiple lighting sources, and morphing using the so-called smooth minimum. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
youtube.com/watch?v=Zhtrb6qTgv

Hi everyone! Do you remember the digital clock shader I created here some time ago? It was one of the first 2D shaders I used in a 3D project, and the result looked very usable. I think a shader simulating a classic analog clock could have a similar application, and that's exactly what we'll be creating today. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
youtube.com/watch?v=1KOGr3CovR