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Posts by Panthavma

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CASTAGNE PROGRESS

2 days ago 4 1 0 0
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CASTAGNE PROGRESS

3 days ago 0 0 0 0
https://castagneengine.com

https://castagneengine.com

CASTAGNE PROGRESS
Elseif, Static Strings, Before Event
castagneengine.com

5 days ago 5 1 0 0

I really want to work on Kronian Titans and Molten Winds thede days, unfortunately I have to resist to follow the logical and efficient path. Its a bit frustrating, but sometimes you gotta do what you gotta do

1 week ago 4 1 0 0
Sometimes I'm late because I just stay like this for a long time 

Brian standing at the end of a bed

Sometimes I'm late because I just stay like this for a long time Brian standing at the end of a bed

1 week ago 367 63 10 4
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CASTAGNE PROGRESS

1 week ago 4 1 0 0
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CASTAGNE PROGRESS

1 week ago 5 1 0 0
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CASTAGNE PROGRESS

2 weeks ago 8 2 0 0

Iirc there's an exoplanet that was "locked" with its sun, such that the sun always saw the same part of the planet. Makes for a big variation in temperature over the two halves lol

2 weeks ago 1 0 1 0
https://castagneengine.com

https://castagneengine.com

CASTAGNE PROGRESS
Introducing EdSpec!
castagneengine.com

2 weeks ago 5 2 0 0
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Godot Con 2024 - Specializing Godot - Panthavma

If advanced stylized rendering interests you, I recommend my two articles on lines and shading, and my GodotCon talk from 2023

I didn't publish much on FGs, but my godotcon2024 talk was on Castagne, which I've completely rewritten recently and will use in the jam!
panthavma.com/talks/godotc...

2 weeks ago 0 0 0 0
UV-Based ID-Mapping - Panthavma

I often refer to your "how do I develop my style?" article when I mention how never figuring out how to do textures in Blender led me to a PhD in stylized rendering lol

After a quick look it was in this article!
panthavma.com/articles/ren...

2 weeks ago 3 1 2 0

Thanks! I love your writing btw, I think I even cited you in a rendering article / talks, its often very insightful!

2 weeks ago 1 0 1 0

Interesting! Reminds me of functional programming.
Seems like a fairly different direction from the one I took with Castagne

2 weeks ago 1 0 1 0

Pressure's on! I hope we can make great things with my 🇫🇷 team. It's going to be bleeding edge between the new Castagne and the render pipeline, let's hope we can follow through!

2 weeks ago 14 3 2 0

I hadn't played chaos since the release of Uni2, but I feel I improved quite a bit. I might go back to main him now lol and add some funky setups!

2 weeks ago 2 0 1 0
https://castagneengine.com

https://castagneengine.com

CASTAGNE PROGRESS
Editor CodeView
castagneengine.com

2 weeks ago 5 0 0 0
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You asked, and everyone suffered

2 weeks ago 5 0 2 0

I'll never ask Panthavma to switch to Chaos in UNI2 ever again.

3 weeks ago 10 1 2 0
https://castagneengine.com

https://castagneengine.com

CASTAGNE PROGRESS
Walking is now optional, but Standing is not (MechMods!)
castagneengine.com

3 weeks ago 8 1 0 0

Hehe, someone's gotta tell the game how its supposed to work, but at least it should be simpler for users now

3 weeks ago 1 0 0 0
Read it on the website.

Read it on the website.

CASTAGNE PROGRESS
castagneengine.com

3 weeks ago 3 0 0 1

nah i'm collecting the debt rn

3 weeks ago 1 1 0 0
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CASTAGNE PROGRESS
castagneengine.com

3 weeks ago 7 0 0 0
Hey hey! So up until now, the Castagne community was a bit spread around, but especially on Discord. This isn’t always the best for storing information long-term and having transparent discussion, but it was good enough for a while. However, now that Castagne has grown, it’s time to migrate to a proper forum!

You can find a couple things on the forum already:

    You can ask for help! There’s a support category where people can help each other, and answered questions are marked!
    You can post and read tutorials! Share your own knowledge there!
    Share your games!: Create a thread for your own game so that progress doesn’t get lost! You can also find likeminded people to work with!
    Castagne Development!: You can discuss all these progress updates I’m doing there! Threads are created quickly after publication, and you can also talk about improvements to Castagne.
    Real-Time Chat: You can still do lightweight discussions there! There’s also more general categories on the forum.

GO TO THE FORUM

The Discord will still exist, but I’m going to focus more and more on the forum as time goes on. The forum is going to be the one pushed forward on the website from now on, and there are integrations from the forum to discord.

Little extra info: at the moment the forum is using DiscourseID, since my mail is blocked by gmail (probably previous owner of the IP doing weirdo stuff with it), but I’m hosting it on my own server. When I have the time to properly investigate and fix this, I’ll add the option for local accounts.

Hey hey! So up until now, the Castagne community was a bit spread around, but especially on Discord. This isn’t always the best for storing information long-term and having transparent discussion, but it was good enough for a while. However, now that Castagne has grown, it’s time to migrate to a proper forum! You can find a couple things on the forum already: You can ask for help! There’s a support category where people can help each other, and answered questions are marked! You can post and read tutorials! Share your own knowledge there! Share your games!: Create a thread for your own game so that progress doesn’t get lost! You can also find likeminded people to work with! Castagne Development!: You can discuss all these progress updates I’m doing there! Threads are created quickly after publication, and you can also talk about improvements to Castagne. Real-Time Chat: You can still do lightweight discussions there! There’s also more general categories on the forum. GO TO THE FORUM The Discord will still exist, but I’m going to focus more and more on the forum as time goes on. The forum is going to be the one pushed forward on the website from now on, and there are integrations from the forum to discord. Little extra info: at the moment the forum is using DiscourseID, since my mail is blocked by gmail (probably previous owner of the IP doing weirdo stuff with it), but I’m hosting it on my own server. When I have the time to properly investigate and fix this, I’ll add the option for local accounts.

Castagne now has an official forum! Discussion and updates go there first, it's the new central meeting point for the community!
forum.castagneengine.com

4 weeks ago 18 11 0 1

i didn't expect the audio lmao

1 month ago 2 0 1 0
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I'd like to design original characters and character sheets for a small price while I am trying to resolve my job hunting/financial situation. If interested, please reply and/or DM me for more information on requests. I would appreciate spreading the word as well.
#commissionsopen #art #oc #fanart

1 month ago 1 1 0 0
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CASTAGNE PROGRESS

castagneengine.com

1 month ago 7 3 0 0

Thanks ! I hope it feels intuitive enough to follow the news there, instead of them being hard to find on discord or social media. I'm deploying a forum soon too so that information stays public and easily searchable !

1 month ago 1 0 1 0
New feature alert! Whereas before you could only declare constants in your state, now you can declare variables!

These variables are only available for the state (or most likely, scope, due to how I’ve implemented it but I haven’t tested it at the moment), and get reset when going through it again. This means they are volatile: you can’t store state from one frame to another, and you also can’t reference them from the outside.

For the technical detail, it’s a per-entity memory stack that doesn’t get saved or rolled back. It has no upper limit, but it might need to reallocate. It starts at a reasonable size so it probably won’t come up unless you push it explicitely. Its volatility allows it to not bog down the implementation, as it gets “reset” every time you try to execute CASC code.

While it might not sound like a huge thing in the context of the previous versions, it actually enables a lot of future behavior. If you looked at the Base CASP I already used a proxy for them using the RegA/B/C/D variables you might have seen at times. They are usually used in intermediary computations. One such example that I’ll need to convert is F branches, which use it to handle modulos.

The main usefulness however is coming soon: using State Calls as functions, with their own local variables. Previous versions of this were limited and hard to parse, but this time it will be much clearer and integrated. Another benefit that is already in, is shorter compilation times: helpers don’t get compiled anymore so it removes like 80%+ of states. Unsure how needed that was since the compiler is in a compiled language now, but we’ll see when it gets to a higher level. This will be tricky to implement, but I’ve got a fairly clear idea of how I want to do it.

New feature alert! Whereas before you could only declare constants in your state, now you can declare variables! These variables are only available for the state (or most likely, scope, due to how I’ve implemented it but I haven’t tested it at the moment), and get reset when going through it again. This means they are volatile: you can’t store state from one frame to another, and you also can’t reference them from the outside. For the technical detail, it’s a per-entity memory stack that doesn’t get saved or rolled back. It has no upper limit, but it might need to reallocate. It starts at a reasonable size so it probably won’t come up unless you push it explicitely. Its volatility allows it to not bog down the implementation, as it gets “reset” every time you try to execute CASC code. While it might not sound like a huge thing in the context of the previous versions, it actually enables a lot of future behavior. If you looked at the Base CASP I already used a proxy for them using the RegA/B/C/D variables you might have seen at times. They are usually used in intermediary computations. One such example that I’ll need to convert is F branches, which use it to handle modulos. The main usefulness however is coming soon: using State Calls as functions, with their own local variables. Previous versions of this were limited and hard to parse, but this time it will be much clearer and integrated. Another benefit that is already in, is shorter compilation times: helpers don’t get compiled anymore so it removes like 80%+ of states. Unsure how needed that was since the compiler is in a compiled language now, but we’ll see when it gets to a higher level. This will be tricky to implement, but I’ve got a fairly clear idea of how I want to do it.

CASTAGNE PROGRESS
castagneengine.com

1 month ago 7 1 0 0