New version of my Rain World Room Viewer just dropped! and with it a new file host to replace Google Drive.
(version 1.1.2 isn't actually up yet at the time of posting this, but it will be very shortly)
sandfops.neocities.org/roomviewerdo...
Posts by Sand Fox
if anyone is curious, it's because KitEngine always prefers the minimum supported swapImage count (which is usually 2). AMD Windows drivers also define it as 2 *UNLESS* the window is exclusive fullscreen, then it is 1. My renderer's synchronization does not allow for 1 swapImage.
found and fixed a bug in my rain world Room Viewer that causes AMD cards (on Windows only) to hang indefinitely if you set it to fullscreen.
I sure hope none of its users are using AMD cards on Windows and like fullscreen.
I'll push an update soon probably. I'd like to fix some other issues too
waow I have that same Artificer plushie and also a Rivulet from the same maker
added falling floors. when a tile is told to crumble, it gets turned into a pit and then a FallingFloor entity steals its visual identity; resulting in a seamless transition from Tile to TileEntity. Helps keep the draw calls down.
Rain World fans be like
bsky.app/profile/snee...
I added golf to mine lmao
don't look at my 3d models...
64x64 tile areas get baked into 1 larger mesh, so defining the various quads I need to generate it was honestly easy enough by hand. saves a few filesystem reads on startup.
Not sure how that'll go yet, but I do like the look of the bridges a lot so I'll work around it.
Proc gen is gonna be stringing together prefab rooms
I'm working on a real game in KitEngine, with a friend!
Our new album is out today! A sincere request to help spread the word!
I'm working on a game rn. Not even a solo project; It might even get finished because of that.
This fact makes me so fucking cool btw
I've played over 550 hours of rain world
I just went back to some older code to fix this issue and apparently I already ran into this?? Component's destructor is virtual, and Renderer3D/Renderer2D have empty defined destructors marked override. This feels like the type of bullshit I'd remember discovering and getting mad about..
I GUESS it makes sense, but I also (stupidly) assumed the destructor would automatically be treated as virtual because a class freeing its own memory is such an integral design concept???
this is also assuming you delete (extended b) using a (base a) pointer. deleting (extended b)* will use the proper destructor.
Oh yea, that's why I never use polymorphism in c++. it's half baked ass.
Did you know an extended class won't delete its members if you don't explicitly give it an override destructor? (destructor can literally just be empty brackets)
retro game music that uses a pointer into the game's machine code as the percussion
Nap with mom
#rainworld #rainworldart
Added a freecam command to KitEngine for fun (shown off in my Rain World Room Viewer)
horrible fucking day to be an informational video essay-slop consoomer
I am going to fucking starve to death. I sat down to eat and EVERY youtuber I am subscribed to has uploaded a video, and all of it is just fake bullshit. there's some that never fucking upload and they won't skip a beat on misinformation day. Source channels uploading "HL2 is dogshit" hahahaHAHAHA
If you the reader like it; you should tell me to fuck myself and then I might.
As someone whose memory clings onto random ass facts and trivia; April fool's day is by far my least favorite holiday. I genuinely hate it.
I have two laptops in a corner in my room. One newer, one old; and their purposes are:
newer: compiling for windows.
old: making sure KitEngine still runs on older hardware.
It's insane how there's literally zero shader tutorials using the custom glsl syntax and macros my engine's precompiler defines smdh
I need to get back on Mewgenics but that difficulty curve got me fucked up.
✨️ temporarily stealing assets from other games ✨️