I've setup myself in second floor of the new house, the fiber + router are too far. Solutions were:
1. ethernet cable to upstairs: intrusive
2. powerline ethernet: no hw in local shops
3. wifi booster: never worked for me, dont trust it
So ethernet cable to upstairs it is π
Been going through a big house move, and just now I had some time to sit for the first time, setup the workstation, and count the days that passed.. I thought I didn't commit anything for 2 days, turns out it was 4.. I'm not sure where that extra 48 hours went π
<rant> Ugh I'm tired of having to fix my blog every few months because Gem/Bundler/Ruby broke things again for that specific Jekyll version I use. Honestly the dependency hell in that stack is as bad as NPM. I think I'm gonna move to Hugo, hopefully Go's stability infected Hugo.
Ok, gonna be remaking an old Flash game of mine that was a retro FPS but because I'm working on multiple projects I'm just gonna aim to finish one milestone at a time rather than invest the rest of the year into this to completion.
Original: https://t.co/Lb20hrRJxG
<thread>
I saw a video about [Kaiju engine](https://t.co/gfmtm2qokA) by @ShieldCrush , which is being written using Go as well, the developer decided to use Bullet3, I hope Goimo could become a candidate one day π
I've dived head first into porting OimoPhysics to Go. I'm about 25% into porting. Go has been a pleasure, except for one part.. generics. The limitations point to an incomplete design but it's a fairly new part of the language so there's still room to evolve. #golang
Milestone wolftest is done! cut many corners and pushed many issues unto next milestone.
One issue in is a lag spike when picking up boxes, best guess is a significant GC spike somehow even though it's just 4 nodes. I'm new to Go so haven't dueled with its GC yet.
Next: Physics
The first milestone is almost done, got 5 features left. Next milestone might be porting Oimo physics to Go, looking forward to that! βοΈ π π #go#g3n
Been a few busy ones but managed to get a bunch of infrastructure work in. Solved lots of architectural issues. I have a growing wishlist of modifications to apply to G3N, but so far got everything I needed in. I'd like to delay forking G3N as much as I can.
Native physics simulation using Go will be hurt by Go's lack of SIMD support (I think SIMD support is planned for next year).
Regardless, a library that's good enough to run on javascript/as3 7 years ago should run great in native Go.
Go's ecosystem really needs a native physics solution, I'm considering porting [OimoPhysics](https://t.co/gpawbOGjpe) to native Go at least the parts I need. It's only 15k Haxe lines.
We'll see.
Got the FPS model (arm) to look and behave better: doesn't overlap world geometry, and also pitches up and down with the camera.
Looked into 3D physics solutions, Go can use C libs via cgo but suffers a context overhead. There's a bullet C API but its unmaintained and outdated.
* find a solution to prevent arm from overlapping level geometry
* find or model a pistol for use as the default gun
* gun pickups in level
* animate arms for holding the gun and for firing
* attach pistol to hand bone
* fire pistol visual effect
* and adding basic sound effects
Lots of progress since last build. Camera and FPS model needs better placement and I'll have to apply pitch rotation to it as well (yaw only wont work).
Then drew an obj_map which is another png that uses a messy encoding to describe what each pixel in the level_map means.
It started simple, but digging in I found encodings for animated tiles, door events, probability spawns, etc