This week's Dum developments!
1. My consolidated render pipeline melted down.
2. Continued working on vibe coded mod.
3. Got sassed by AI for being too cautious.
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This week's Dum developments!
1. Got my custom build of Blender 5.2 working
2. Tried vibe coding a game mod
3. Decided my dev tools can safely use AI generated code, but not my game
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LAST week's Dum developments! (Because I'm bad...)
1. More posterize tests failed for reasons...
2. Upgraded blender source to latest release
3. Resurrected custom blender build
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This week's Dum developments!
1. Attempted compositor posterize again
2. Made custom build of Blender
3. Solved original issue and made compositor posterize
4. Threw away custom Blender
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@ericnofsinger I look for either a mechanical or thematic fit. If an asset doesn't inspire me in one of these, it isn't getting into my library.
Depending on genre, I'm not opposed to some purely aesthetic filler. For context, my current project is action rogue-like adjacent.
This week's Dum developments!
1. Planned next dev steps
2. Shopped for new enemy models and SFX
3. Experimented with new ways to "flatten" models in blender
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PERFORMANCE WEEK 3 Dum developments!
1. Upgraded to Godot 4.7.1 and C++20
2. Finished performance improvements (for now...)
3. Achieved stable-ish 60fps at up to 500 enemies and stable 30fps at 800+
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PERFORMANCE WEEK 2 Dum developments!
1. Moved tons of code to C++
2. Fixed my GDExtension build process
3. Tested GDScript vs GDExt performance
4. Started upgrade to Godot 4.7.1
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PERFORMANCE WEEK's Dum developments!
1. Used Godot profiler to identify weak areas
2. Finished TONS of refactors
3. Achieved stable 60 fps with 600 enemies (at half normal tick rate)
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This week's Dum developments!
1. Created version 2 or generic impact & it broke Godot
2. Learned how to tween in Godot
3. Created damage number popups on hitting enemies
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This week's Dum developments!
1. Learned SO MANY ways to not store custom config data
2. Implemented K-means clustering to identify prominent sprite colors
3. Optimized the logic a LOT
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This week's Dum developments!
1. Partied in Kaku for the 4th of July
2. Dug into Godot engine to find where config saving happens
3. Studied K-means clustering and K-means++
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This week's Dum developments!
1. Ironed out last bugs with doggo
2. Merged ridiculously old branches
3. Fixed minor bugs/refactors around pooling
4. Planned/started new impact VFX
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This week's Dum developments!
1. Doggo learned shadow clone jutsu
2. Created pet/attack manager nodes
3. Made first "resource" the godot way
4. Bug fixes... so many pooling bug fixes...
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This week's Dum developments!
1. Created poolable objects and pool manager
2. Started refactor to replace instantiations with pool gets
3. Pondered what went wrong with pooled objects
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This week's Dum developments!
1. Fixed bad doggo shadows
2. Taught best boi how to fetch
3. Experimented with animations and shaders
4. Planned an object pooling feature
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This week's Dum developments!
1. Found a better doggo model
2. Learned how to retarget animations better in Unreal
3. Fixed bad logic in my compositor
4. Got doggo started moving
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This week's Dum developments!
1. Did more doggo shopping
2. Learned to retarget animations fully in Unreal
3. Found usable doggo
4. Learned a bunch of ways to NOT animate in Blender
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This week's Dum developments!
1. Rendered doggo and ball
2. Got ball bouncing
3. Started code for pet logic
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