@tommulgrew.itch.io

Working on the hyperspace logic. You select you destination while docked to the station, then leave the station and fly to the jump point, which triggers the jump. You then have to dock with the station before jumping again. (Still needs a warp animation.) #pico8

I'm trying to create some factions with distinct visual styles. Humans have gray ships based on vehicles (cars, planes, ships). The command ship needs a bit of work to make it less ship and more spaceship I think. #pico8

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I don't really have anything new to show. I just like watching these mayhem space battles. It is remarkable how much of an object's shape and direction your brain can deduce from just a few pixels. #pico8

Starting to feel like a space battle now. Some perf issues when lots of bullets in the air - might need to switch from polys to particles. And I need to figure out what role the large command ships will play - currently they just sit there. #pico8

Working on the dogfight AI. If they can't line up enemy within a few seconds they have to throw in a couple of random turns then try again. Otherwise they end up circling each other forever. Still needs logic to avoid head on collisions. #pico8

Mountain flight at 80m/s (290 km/h) I got shared CPU/GPU code working for the terrain generation, so early layers can spot sample heights for POI and path generation on CPU, while the later landscape layer can calculate heights on GPU at different LODs. #procgen

I made a little #pico8 proc gen thing. You start with a small map to demonstrate which tiles connect to which. Then it scans the map to determine the connectivity and generates a larger random map using those rules.

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Back in my day we didn't have these fandangled AI thing to write code for you. You just had to type it all. And when it went wrong you had to figure it out yourself! Now get off my lawn. [Crumbles into dust.]

I read somewhere that some scientists said we can't possibly be living in a computer simulation, because of some science stuff that went *way* over my head, and I can't help think how easy it would be to *simulate* scientists claiming that we can't possibly be living in a computer simulation.

I made a little #Unity3D thing where you can define "snap points" on prefabs indicating where and how they can be joined together. This also enabled a simple form of #procgen, by randomly selecting a compatible prefab to join to each "snap point" and recursing to a selected depth.

Every freaking day there's another CEO telling me I should never write another line of code. All I want to do is write code.

Metallic materials are now officially supported in my engine. Previously, I hacked this for some videos by interpreting inverse "roughness" as "metallic", but obviously that isn't a great long-term solution :)