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Mar. 16th, 2020

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xax: purple-orange {11/3 knotwork star, pointed down (Default)
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    Mar. 16th, 2020

  • xax: purple-orange {11/3 knotwork star, pointed down ({11/3}sided)
    Tags:
    • gamedev challenge
    posted @ 06:10 pm

    so, two-week project...

    i mean, around two weeks ago i was like "yikes ncov seems scary but i guess there are only like five cases in the whole US" and now my city is on lockdown and also i might be getting a fever. so that's kind of scary.

    still, i guess all i can really do is bunker down and try to wait things out and hope things don't get really bad. we'll see how it goes.

    anyway the goal for these past two months was gonna be to put together a gameplay loop, but... i got as far as coding in the interaction triggers and then i thought about all the new assets i'd have to draw and got kind of intimidated.

    i did get some other stuff done, though. after getting the texturing data working last time, i wrote a parser so that i could load 'resource pack' information from a data file instead of having it be hardcoded. something in that vein that's yet to be done is fixing up the texture 'name' code, so that i could add in what would effectively be metadata/property information to the resource pack and have that handle all of the texture selection (like providing different textures to plants at different growth stages).

    i also started using the menu code again -- you might recall i put together a 'form' type in one of my older projects. here i wanted to make a menu control, and so i expanded on that code to support game actions caused by selecting a menu item. this also meant changing the way my render code works to more solidly isolate the gpipe opengl context code (which is needed for render actions) from the general io (which is the only thing that the event code can run directly) -- basically i can't render directly inside the FRP event network, but i can have a 'render loop' running that polls the game data and runs render actions itself, but that means figuring out some way to shuttle that information through the game data. basically i just had to update a few types to handle stored buffers, since most of my code still just reallocs constantly instead of keeping other buffers around to update later.

    so that all isn't an enormous amount of progress, but it's all stuff that's useful that needed to get done at some point.

    who knows what the next 2-wk project is gonna be. "don't die from covid-19" maybe. i mean i've been doing some stuff about generating more complex geometry and texturing it, and i've been looking at some gifs by oldmanofthefire@twitter (and also orchids to dusk) and thinking about stealing that visual style, but listen i'm gonna be honest, code stuff isn't really at the forefront of my mind right now

    hopefully the next two week project update happens as scheduled on april 1st and hopefully the whole global pandemic situation isn't totally spiraling out of control then. i mean, moreso than it already is.

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