I like programming tools and games. I have a MS in CS from UTD, where I'm currently working on making a tongue tracking tool for the Speech Production Lab.
As a fellow Christmas game developer - a bonus honorable mention to Advent Incremental.
It's a brilliant way to structure an incremental game, and seeing @thepaperpilot build the plane while flying it this month was terrific. An adorable and fun game.
https://t.co/tzq1vYYzVg
@sedecordle I still think about the new UI from July 6th. I really liked it on my big wide monitor. Is there any chance to get it back, at least on a separate URL or something?
Check out my art and @ThePaperPilot coding in our game jam game Dream Hero! We could only use a limited color palette. Itch link below! #indiedev#pixelart
Spent the past couple weeks working on a mod for an incremental game I've been enjoying, and now its finished! Check out The Game Dev Tree at https://t.co/KeKJw1adLO
Due to too many unproductive days I don't plan on submitting anything for the hexcode showdown gamejam. I have successfully made the tiled map system in v-ecs, I just don't think I have enough time to make the game itself. I still plan on making the dialogue editor in vecs though
My idea to have greedy meshes in a 2D tiled map and my other idea to allow objects to render behind a tile and above its top neighbor turned out to be a horrible combo. I had an idea on the math but had to resort to a desmos graph before getting it to actually work.
Turns out anisoptric filtering was what was causing the artifacts with repeating textures inside an atlas. I could make it a option when adding textures... but I'll probably just leave it off for now.
I then also push the coordinates of the tile to repeat on that triangle, and in the fragment shader it takes the top-left coordinates of the tile's UVs and mods the vertice's "UV"s with 1 and multiplies that product against the UV width/height of the tile
Progress on adding tiled maps to V-ecs. Using a greedy mesh algorithm, so each layer is a single draw call with minimal vertices. Please excuse the precision errors, I'm working on fixing those ๐ . That's 3275 vertices for a map of 100x100 tiles!
The way I'm able to use a greedy mesh algorithm with a texture atlas does require 2x the data per vertex. My "UV" coordinates are actually not tied to the texture, and instead go from 0 to (# of tiles to stretch). (1/2)
(My engine is still a work in progress and it may have issues running on your machine. If you're determined to get it to work feel free to message me and I can help)
Finished my first game jam in awhile today, in V-ecs! You've found an hourglass that gives you power of time as grains of sand fall through it, but you're all out of sand! So instead you chip away at large stones until they become grains of sand. Enjoy! https://t.co/vXdOAk4N2I
It took awhile to implement and bug test but my work stealing job system is done... (also the terrain generates as you walk without blocking the main thread)
I found another video attempting to analyze The Beginner's Guide. Still my favorite video game and if you are a creator you need to play it; don't watch ANYTHING about it first. After, I recommend this and the one's from Errant Signal and Innuendo Studios https://t.co/BvJB9Mv4va