(in purple) Syntax in the Hands of an Angry God (in orange) A Christian Analysis of the C++ Programming Language
trying to decide if this is anything
(in purple) Syntax in the Hands of an Angry God (in orange) A Christian Analysis of the C++ Programming Language
trying to decide if this is anything
Happy new year!!
someone should make a "best coding session soundtrack" award just for this album
happy birthday!
Photoshop Lens Flare is fun and certainly 2000.
GUI demo.
GUI code.
What just happened? It's been a while.
Back working on GUIs, now with window support.
If you're already flipping the image vertically (or inverting the V coordinates) because of OpenGL UV convention, make sure your orthographic projection (If any) is flipped vertically, too: ortho(0, 800, 600, 0) becomes ortho(0, 800, 0, 600).
Soft body ball on top of two rigid body boxes.
Testing code for "Fish".
PROGRESS POSTING #7
- Got collision between soft bodies and rigid bodies working;
- I'm now allocating object arrays on startup instead of using static allocation, saving me lots (>80%) of compile time and executable size;
- More (not so) fun rewrites and code cleanup.
Youtube used to have my default home page be my subscriptions and then i think suggestions based on that.
This choice/request doesn't encourage me to turn on history, i just don't visit YouTube anymore.
Yeah, the extra click to subscriptions is more work than it's worth... Yes I am lazy but...
Piled up 2D rigid body boxes.
Got 2D rigid bodies working, although there's still room for improvement.
These are gonna be used in Fish for boxes and other objects.
Taking a little code break to work on side fun projects. "Fish" will be back soon!
So @crypticsea.bsky.social just released the successor to his original bridge builder - Pontifex Zero
Grab it now!
crypticsea.itch.io/pontifex-zero
2D collision visualization between two boxes.
Game Jolt "Fish" banner.
PROGRESS POSTING #6
- I've been focusing on implementing (and learning more about) collision algorithms and contact manifold generation.
- The first build of "Fish" has been released on Game Jolt: gamejolt.com/games/fish/853384 !
Something I really like about miniaudio is that you can disable everything that you don't need, for example, I use SDL for managing audio devices, so I can just define MA_NO_DEVICE_IO and I save lots of space and time. I really just disable everything except for the main audio engine.
2D softbody ball and boxes on a grass terrain.
PROGRESS POSTING #5
- Implemented audio engine using miniaudio;
- Softbody-softbody collisions;
- Lots of other cool stuff.
Soft body boxes piled up with a spike on top.
Who put that up there?
A circle softbody on a ramp.
A wireframe softbody quad on a ramp.
PROGRESS POSTING #4
- 2D softbodies;
- 2D particle-bond physics engine;
- Line intersection functions.
Pendulum prototype with damping and gravity controls.
PROGRESS POSTING #3
- Got a prototype "framework" working to make testing new stuff easier;
- Added more useful GUI widgets;
- Intro screen;
- Multiple fixes related to Linux and GCC.
sleep like there's no physics bugs
A really smooth rope, made by particles (dots) connected by bonds (lines).
Back to 2D physics... again
Creating a framework (audio engine, physics engine...) is really fun, too. I've been doing that for a long time now and never used a game engine. I hope you find what suits you better :)
By the way, I was about to post about miniaudio.h, I think it's a really great library (And replacement for OpenAL) and It's sad that not much people talk about it.
I think it really depends on what you want. If you really just want to finish your game, use an engine. If you want to go deeper and be more prepared for future projects, try writing your own framework.
Mouse cursor clicking a GUI button.
Game controller cursor clicking a GUI button.
PROGRESS POSTING #2
- Added game controller support for my toolkit, it converts game controller data to mouse data when the mouse isn't locked, so I don't need to change or add any GUI code;
- Viewport is now locked to the game's aspect ratio;
- I got a website now at physum.com!
Graph showing 1D Perlin noise. Image showing 2D Perlin noise. Multiple arrows describing the 2D Perlin grid.
PROGRESS POSTING #1
Some cool stuff I did today:
- 1D Perlin noise;
- 2D Perlin noise;
- An LCG "white noise" generator that works behind all that;
- Some other useful GUI widgets like arrows and graphs.
All of the "widgets" are from my toolkit's immediate GUI module.
im back to progress posting!!!
Got some actual good text rendering working now, with Unicode support.
Three cool things:
- It receives an UTF-8 string;
- It selects the font automatically for each character, you can set a preferred one;
- It receives a 16-bit RGB hex for coloring: 0xF00 would be red. No more (1.0, 1.0, 1.0)!
catto