@johanvinet Yes, the latter is what I'm getting at. Sometimes I see a great game but it has a forgettable/generic name, and it's a bit saddening. It's not easy though, but definitely important.
since 2020 I've had a vision for a programming language that stemmed from "GameMaker but lower level", and has now evolved into "a complete redesign of C".
I've been picking away at it in my spare time for almost 6 years, and it's only recently up to the standards I expect haha
> Made Snake using HEPT - my little abstraction-engine-thing
I'd really love to expand this thing more one day soon. It's like a super lightweight C++ GameMaker
-> https://t.co/xpEpH8SU10 <-
@partnano I've tried every avenue, and the one I landed on is an "abstraction layer" which uses macros to utilize GCC's compiler abilities. It's essentially a "redesign", with the benefit that all C libraries work with it too. I've been honing it for so many years now, I should release it
I went very deep down the GPU hole (which many of you may remember), and got extremely obsessed with Vulkan.
It was fun, but I ended up steering away from it because I felt there was more potential with CPU Software Rendering.
I had fun with shaders though
https://t.co/APYcTUDXrL
> hept :: compute hot-reloading _
it now instantly recompiles and hot-reloads the compute shader in the middle of frame cycles the moment you hit Ctrl+S~
@glebtsereteli I'm just doing the basic 10th/5th for now, but maybe the 7th anniversary I do something cool.
For now, yeah, I'll hopefully do what you've mentioned haha I'd love to get back into streams - maybe every weekend?
Later this year it's the 10th anniversary of NYKRA's Kickstarter and the 5th anniversary of it's initial release...
I've got a couple ideas, but as you could imagine I'm quite caught up with my studio work.
I'm thinking of maybe releasing the source code, or remaster the OST? ๐คท
@johanvinet Intriguing, then it might be the other option: A lot of people just left. Kinda hard to know - it'd be nice to see a percentage of how many followers have actually been online recently haha
Mojang's decision to leave surface-level Sulfur Caves is one of the best things they've done in quite a while. You can sometimes find them next to Mangroves (my fave biome), and in this case with a ship wreck too!
seed: 7360852115960366527 (near spawn)
@AbysmalDweller I fully agree, there are so many unbelievable little games that came out of LD.
Maybe I should be part of the next one... Hard to find the time, but it'd be fun
@AbysmalDweller That means a lot, thank you. I should probably remake some of my first every LD games hahaha
When I was young I would say to myself that I wanted to be "the best game developer possible", and I guess I'm so deep now that this has become my life's purpose haha
@MarsDorian Depends what you want to do. I'm currently very C-pilled, and I've fallen in love with software rendering (like Doom).
If you want explicit and immediate control over every pixel in the window without dealing with GPU nonsense, then C + software renderer is really worth your time
@MarsDorian It was a difficult ride, and I knew it was better to release something imperfect than to cancel it. I was so young... It's crazy to think what I put myself through.
I look forward to remaking it one day...
And thank you, I'm very very proud of the OST
@artofsully To reiterate a bit; You need multiple orientations. Physical reality is +X Forward +Z up, and then if you want to display it on a screen (with +Y up etc) then you need to go like: `screen = vec3(-world.y, world.z, world.x )` to convert it.
Trust me ๐
Good luck!
@artofsully On a screen, sure. But in physical reality the XY-plane is what we stand upon, and Z is up.
I made an entire website about this: https://t.co/zmH2mfRqcS
It's an important distinction that objects in reality conform to Pythagorean structures - since it's reliant on sin/cos