20-something, in theory
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Every world has stars 🪶
Furry / Gamedev / Lego
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A friend of eggbug.
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Projects:
#sunfire_mocs / #sunfire_interactive / #sunfire_art / #sunfire_3d
#FirmamentsEye / #RiptideManor / #FreeCatalyst
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starlight.garden
i'm never going to be loading chunks at runtime anyway, so the whole world will always be in memory at once no matter what.
just a matter of structuring it so it's easy to use, and this is easier to use than per-chunk storage.
probably a bit more efficient too!
i'm never going to be loading chunks at runtime anyway, so the whole world will always be in memory at once no matter what.
just a matter of structuring it so it's easy to use, and this is easier to use than per-chunk storage.
probably a bit more efficient too!
blocks are pretty light on data, basically just a reference to a BlockType and maybe one or two other data values like breakage level and stuff.
blocks are pretty light on data, basically just a reference to a BlockType and maybe one or two other data values like breakage level and stuff.
especially since it's 2d! no cubic explosion for me, just nice squares.
especially since it's 2d! no cubic explosion for me, just nice squares.
can you blame me though, the icon is split between red (the 3d colour) and blue (the 2d colour)
if you're gonna use colours to identify things you gotta be FULLY consistent. no half measures.
can you blame me though, the icon is split between red (the 3d colour) and blue (the 2d colour)
if you're gonna use colours to identify things you gotta be FULLY consistent. no half measures.
godot feels kinda strange about 2d lighting... like,
after making lights you have to add a CanvasModulate that darkens everything down to the ambient level you want.
but it's kind of oblique about telling you this.
i'd forgotten and had to look it up.
godot feels kinda strange about 2d lighting... like,
after making lights you have to add a CanvasModulate that darkens everything down to the ambient level you want.
but it's kind of oblique about telling you this.
i'd forgotten and had to look it up.
Suffering™
Suffering™
the negative region down the bottom makes the camera move *away* from the cursor, causing that magnetic "jump" between two stable states.
this result isn't particularly "useful" to me, but it is fun so i figured i'd share it.
the negative region down the bottom makes the camera move *away* from the cursor, causing that magnetic "jump" between two stable states.
this result isn't particularly "useful" to me, but it is fun so i figured i'd share it.
i think i want blocks to naturally regenerate fairly quickly but not instantly, with the hit speed and strength of your mining tool being the determiners of whether you can mine a block.
i.e. if it regenerates too fast, you won't be able to keep pace.
i think i want blocks to naturally regenerate fairly quickly but not instantly, with the hit speed and strength of your mining tool being the determiners of whether you can mine a block.
i.e. if it regenerates too fast, you won't be able to keep pace.
while i was looking up autotiling methods i saw Dwarf Fortress used as an example of different tiles merging.
interesting stuff
while i was looking up autotiling methods i saw Dwarf Fortress used as an example of different tiles merging.
interesting stuff
though these flat colour placeholder tiles are kinda muddying the scale. gotta sub in something with more texture before i decide
though these flat colour placeholder tiles are kinda muddying the scale. gotta sub in something with more texture before i decide