#gamedev #Godot (mostly)
Does what what it says on the tin. And it's not the A-word.
Does what what it says on the tin. And it's not the A-word.
System dependency map ... well... mapped.
Placeholder starting area set up. Not particularly juicy, but there.
Rudiments of a keyring and mission system set up.
Working on some shaders, some of the tutorial missions to test systems, refining the HUD, and map management (visual).
System dependency map ... well... mapped.
Placeholder starting area set up. Not particularly juicy, but there.
Rudiments of a keyring and mission system set up.
Working on some shaders, some of the tutorial missions to test systems, refining the HUD, and map management (visual).
digitalhumanities.org/dhq/vol/11/4...
digitalhumanities.org/dhq/vol/11/4...
I need straight-ish lines (straighter than by hand with a mouse) directly in Godot using the TerraBrush plugin to do terrain generation. I don't need strictly straight, parallel, or perpendicular.
Thoughts on good ways? Currently thinking towards a graphics tablet.
I need straight-ish lines (straighter than by hand with a mouse) directly in Godot using the TerraBrush plugin to do terrain generation. I don't need strictly straight, parallel, or perpendicular.
Thoughts on good ways? Currently thinking towards a graphics tablet.
Downside of the day-job: it's harshing, if not seriously curtailing, my gamedev mellow until probably the new year.
Downside of the day-job: it's harshing, if not seriously curtailing, my gamedev mellow until probably the new year.
Because I wanted to know.
And I enjoyed it.
Well, applying it and seeing the results, anyway.
Because I wanted to know.
And I enjoyed it.
Well, applying it and seeing the results, anyway.