#ProjectSpecialK
There. I still want to rework the options menu in #ProjectSpecialK so I won't add it as a slider until then, but the deadzone is now user-facing as a console variable.
November 11, 2025 at 3:04 PM
New feature unlocked. #ProjectSpecialK
November 1, 2025 at 10:48 AM
github.com/Kawa-oneechan/beckett/issues/1

It's an engine feature checklist, I suppose.

If you know of anything missing on this list, or want to help me check something off, please let me know.

#BeckettEngine #ProjectSpecialK
Features to implement · Issue #1 · Kawa-oneechan/beckett
3D stuff Regular meshes, as part of bigger models Billboard meshes Proper lighting (not sure if more Beckett or PSK) Depth prepass (currently in PSK, upstream after polish) Shadow mapping Mouse pic...
github.com
September 26, 2025 at 10:59 AM
What is a shadow map if not a depth map from the light's point of view instead of the camera's?

No, I shouldn't get too confident...

#ProjectSpecialK
September 17, 2025 at 8:01 PM
#ProjectSpecialK has a depth prepass now. Six or so hours of research by my guesstimate, little over an hour of actual implementation work.
September 17, 2025 at 11:07 AM
Audie is looking a little more... fox-coded than usual. Can't quite put my finger on why.

#ProjectSpecialK
August 28, 2025 at 6:05 PM
For comparison, #ProjectSpecialK yields a 10 MB debug build, and 1.95 MB release build.
August 21, 2025 at 5:04 PM
I should work on that drop-shadowed text label thing tomorrow. Oomfies, give me strength.

#gamedev #opengl #BeckettEngine #ProjectSpecialK
August 20, 2025 at 8:46 PM
Now on my GitHub, if any of you are interested. It's what powers #ProjectSpecialK.

VS2015 only, but if anyone can make it work on later versions or clang or whatever, please do not hesitate to drop a PR.

#programming #engine #release
July 29, 2025 at 1:19 PM
July 27, 2025 at 9:15 PM
Did I just hand-write an implementation of #cpp23 std::expected for use in #cpp11 ? Very, very yes.

Is it complete? No. But it is functional enough.

Am I pleased with it? Also very yes!

Will I use it in #ProjectSpecialK? I dunno, maybe. We'll see.
July 20, 2025 at 6:07 PM
Great, now I'm wondering if "NameableThing" and "Tickable" are adequately good class names

#ProjectSpecialK #programming
July 18, 2025 at 2:18 PM
I have this foreboding feeling that the concept I have in mind on how to implement animation in #ProjectSpecialK is actually way off the mark and very likely to fail. Possibly horribly.

I actually feel like that about a lot if not most aspects yet to be implemented, to be honest...
July 15, 2025 at 10:35 AM
I don't care how cool my gf thinks I am, I don't *want* to be a one-man dev team.

#ProjectSpecialK
July 5, 2025 at 1:51 PM
The villager submission list for #ProjectSpecialK has about ninety-something characters in it. Nice! And it's not that hard to write data files for them.

Thing is, I'm not sure how to get *texture sets* for them all, even if it's only colors with flat normals and roughness.

(Suggest AI and die.)
June 24, 2025 at 9:00 PM
Okay so I don't know how many people actually saw the circle-to-circle collision code that wasn't working (at least 2) but none of them notice I was checking against the *current* position instead of the *target*?

It's kinda discouraging.

#projectspecialk
June 13, 2025 at 8:44 PM
Hmm...

1. Rip out the shitty player-wall collisions
2. Add character-character collisions instead (circle-circle)
3. Add proper char-wall as planned
4. Add char-model collisions (heightmaps and such)

#ProjectSpecialK
June 11, 2025 at 8:38 PM
Well, I finally did something with #ProjectSpecialK again. Even if it's just making it load only strings for the currently selected language.

It simplifies the text database a lot, but right now requires a restart to apply the changes.
June 10, 2025 at 7:44 PM
Sometimes I wish I had the means to fund a small team of developers.

Today is one such time.

#ProjectSpecialK
May 18, 2025 at 1:57 PM
And you know what? I am sorely tempted to do it in #ProjectSpecialK.

Could look something like this.
May 6, 2025 at 12:12 PM
Okay. So. #ProjectSpecialK issue. Conundrum, perhaps.

On the one hand, I can cast a ray down from just above the feet of a character to find the height of whatever polygon they're supposedly standing on. For a simple ground tile this can be simplified to just height = tile's elevation × 15

🧵 1/?
May 1, 2025 at 7:59 PM
Clothes now reflect the wearer's pose.

Or well, at the time of writing only the top does. The bottoms don't yet. But that's now a single function call away.

#ProjectSpecialK
April 24, 2025 at 7:18 AM
Does anyone have any recommendations on PBR texture painting applications? Preferably with stuff like model import for previewing?

I've tried Substance 3D Painter but I find it lacking.

#ProjectSpecialK
April 23, 2025 at 1:45 PM
Presented without further comment.

#ProjectSpecialK
April 17, 2025 at 2:04 PM
Next up: making the list a tree perhaps, maybe save and load to JSON, and cloning it all to the outfit parts.

#ProjectSpecialK
April 16, 2025 at 11:53 AM