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  • Jan. 13th, 2021
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    [personal profile] xax
    Tags:
    • gamedev challenge,
    • programming
    posted @ 12:31 pm

    okay it's been a while. uhhh so i moved across the country in october so that was exciting. also you know, everything else that's happened in the US since then has also been exciting.

    anyway i haven't really kept up on my two-week projects but i have done some stuff so i might as well post about it now.

    i didn't really do anything code-wise for october or november, since, moving and then the election had a way of making me real unable to focus on anything. early december i was gonna do procjam 2020 but i ended up not really getting much of anything done. i did some more stuff with svg 3d renders:

    • boxspin #1
    • boxspin #2
    • boxspin #3
    • boxspin #4
    • boxspin #5


    (this is a mostly-accurate implementation of a BSP-tree based polygon-cutting algorithm for running painter's algorithm to depth-sort 3d geometry.)

    but that never really got past the point of an early demo




    after that i mostly played a bunch of 'per aspera' and immediately got frustrated with how simplistic their terraforming model was so i was like "i'll make my own terraforming game"

    so i threw together some parts of that in the later half of december -- fixed up some of my polyhedra code slightly and spent a lot of time digging into GPipe to try to get framebuffer-based picking working. previously all my picking had been geometric: raycasting through a map grid and doing geometric calculations to see what was hit, and using that data to determine what if anything was under the mouse cursor.

    framebuffer-based picking is when you render the screen a second time, but with everything that can be picked (as in selected by the cursor) drawn a different color. then you can just look up what color a given pixel is in that framebuffer to see if there's anything to click on or hover over. this means no geometry aside from your usual camera transforms, but it does mean a more complex shader/rendering environment. GPipe actually had a framebuffer-reading glitch in its library code i had to fix before i could get things working. it took a while. but anyway i got it so you can properly pick across a planetoid that i'm rendering, which is a good first start for a planet-based terraforming game.



    then in the first half of january i started hooking up actual UI -- there's currently no real "game model", but you can put down an initial building ("seed factory") and then use a menu to put down other constructions. i'm going to need to totally restructure my layout code, since it really wasn't designed for flexibility or robustness, so even doing something like "make a horizontal menu" is a whole mess of code that could be a lot simpler.

    but i'm feeling kind of burnt out on that and i'm about to start working on a different 2wk project, so i figured i should probably write a post here since it's been a while.

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