Fight. Upgrade. Repeat. Turn seconds of combat into unstoppable power in Rapid Escalation.
Wishlist and play the demo on Steam now!
#gamedev#videogames#indiegame#indiedev#steam
https://t.co/VwPvBcNUrS
Join me at 9PM GMT-4 as we play with wind vectors some more and tame the crazy wind we saw last time. Hopefully we'll get close to wrapping the math up.
Mythruna - Wind Vectors pt 2 https://t.co/o946O9tGDj
#mythruna#IndieGameDev#indiegame#indiedev#indiegames
Join me at 9PM GMT-4 as we play with wind vectors in the map tool. Been a rough week and I'm still not 100% so I wanted to do something useful and pretty. Should be fun.
Mythruna - Wind Vectors https://t.co/wv4FqoxXaB
#mythruna#IndieGameDev#indiegame#indiedev#indiegames
Check out the monthly WIP (Work in Progress) thread to see what jME devs have been working on:
https://t.co/pYFJzHR0BP
#gamedev#indiedev#indiegamedev#java
Join me at 9PM GMT-4 as we add more detailed wind to the clouds. If there's time I may integrate it with the flora shaders so that the grass blows in the wind again.
Mythruna - Cloud experiments pt 7 https://t.co/ip3Fo9sja3
#mythruna#IndieGameDev#indiegame#indiedev#indiegames
Join me at 9PM GMT-4 to play with the cloud cellular automaton at least one more time. If this turns into a dead end then at least it's a very interesting dead end.
Mythruna - Cloud experiments pt 4 https://t.co/TLD3nGZvrL
#mythruna#IndieGameDev#indiegame#indiedev#indiegames
Join me at 9PM GMT-4 as we keep playing with clouds. Not sure this will pan but it also hasn't been ruled out completely yet. Figure you all can fly along as I play.
Mythruna - Cloud experiments pt 2 https://t.co/yZYmYkvwz9
#mythruna#IndieGameDev#indiegame#indiedev#indiegames
Join me at 9PM GMT-4 as I play around with some cloud rendering ideas. Giving myself a bit of a mental break from AI and playing with something 'visual'.
Mythruna - Cloud experiments https://t.co/bNkqVEokLK
#mythruna#IndieGameDev#indiegame#indiedev#indiegames
Join me tonight at 9PM GMT-4 as we continue fleshing out the bandit camp. I think we might be working on settlement data storage.
Mythruna - Finalizing AI Cont. Again - Bandit Camp https://t.co/RDmFqUMQqf
#mythruna#IndieGameDev#indiegame#indiedev#indiegames#ai
The weekly Mythruna game dev stream is Live now!
Join one of jMonkeyEngine's core devs while they work on AI for their game Mythruna.
https://t.co/GVO7pkEtGf
#indiegame#indiedev#indiegames#gamedev#ai
Join me at 9PM GMT-4 as we essentially continue where we left off last week. We'll be working on whatever I'm in the middle of at 9PM.
Mythruna - Finalizing AI Cont. - Bandit Camp https://t.co/YAgwThaJ7X
#mythruna#IndieGameDev#indiegame#indiedev#indiegames#ai
Our merch store has just launched!
All proceeds go to our OpenCollective budget to help cover our website hosting and other project expenses.
Consider picking up a t-shirt, mug, or mouse pad to support our open source engine!
https://t.co/JEWn9deUGN
#opensource#gamedev#java
Check out these screenshots from June's monthly Work-in-Progress thread on the jMonkeyEngine forums:
https://t.co/x4BaMOQwhC
#gamedev#indiegamedev#indiedev#java
Join me at 9PM GMT-4 as we continue finalizing the new AI layer by implementing a bandit camp using the new settlement systems.
Mythruna - Finalizing AI - Bandit Camp https://t.co/FzBUGzTIdJ
#mythruna#IndieGameDev#indiegame#indiedev#indiegames#ai
The weekly Mythruna game dev stream is Live now!
Join one of jMonkeyEngine's core devs as they work on finalizing AI and creating Bandit Settlements for their game.
https://t.co/1ngzcrGyc7
#IndieGameDev#indiegame#indiedev#indiegames#ai
A new version of the jMonkey SDK has just been released targeting the recent 3.9.0-stable release of jMonkeyEngine.
#gamedev#indiedev#indiegamedev#java
https://t.co/91xqU2tXnF
@hopprbro Switching to SDL3 has required some minor changes to fix broken code that relied on the (now removed) GLFW library, but overall the new angle renderer is a bigger change so that has come with more issues, but we've already resolved many during beta.
@hopprbro Yes, that and also the switch from using GLFW to SDL3. So its a lot to be excited for in this upcoming version, but it is also requiring a lot of testing and troubleshooting and is still currently in beta.