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So I have an idea for an anti-game... game. I also have some ideas for the visuals for it! Cubes!
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Building a real, actual, interpreter in order to make a visualization of a program running.
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Working on a custom editor for procedural sprites using SDF's in Unity
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Napkin math says that with this current and fairly optimized system, I can hit 300-400k pixels updating per frame and stay above 60.
While I have learned about multithreading, i have not even started making a game.
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Slowly losing my mind while working on a programming language, compiler, virtual machine, and runtime environment.
Fun tho.
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I've been writing my own programming language from scratch
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Implemented undo support with a ring buffer. Each entity gets a slot, and each of these moves has an id. pushing a block adds two moves to the buffer, one for the player and one for the crate. When you undo, it keeps undoing until the moveID changes.
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I did it! I finally hit 'publish' on a project. Source code available.
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Feeling burned out so I'm going to try to make a game this weekend.
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After some silly bugs, got island generation with prefab selection; with a custom editor script.
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Uh, what about a little procedural golf game? Is this anything?
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