shakesoda

497 posts

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shakesoda

shakesoda

@shakesoda

not the art account, sometimes dev stuff. currently working on platipaint and untitled sandbox game

Katılım Ocak 2021
82 Takip Edilen78 Takipçiler
shakesoda
shakesoda@shakesoda·
got syntax highlighting and live code updating working in-game now it's still dumping a lot of info to system terminal instead of feeding it back to the game window but that shouldn't be too hard to deal with, saving should also be easy enough
shakesoda tweet media
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shakesoda
shakesoda@shakesoda·
timesink phase: completed
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shakesoda
shakesoda@shakesoda·
everything on my list for this is just frontend (cli & godot integration) improvements now and cleanup, exposing stuff to godot for editing in realtime and so on
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shakesoda
shakesoda@shakesoda·
because i have no self control i spent several more days on it and finished implementing exceptions/interrupts in the risc-v core for my game and i no longer have any core todos other than throwing in any extensions i want (mul/div, probably). found/fixed some assembler bugs too.
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shakesoda
shakesoda@shakesoda·
@danmakuboss betrayed and then nobody was ever trusted to touch the hair again
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k//eternal ☯︎
k//eternal ☯︎@danmakuboss·
one time several years ago i grew my hair pretty long and my mom kept asking to cut it. eventually i was like ok but i don't want it to be short and she's like yeah i'll just trim it a lil bit then she cut it short i think about this incident a lot
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shakesoda
shakesoda@shakesoda·
@JohnJamesGutib @sabanski_n i really didn't expect anyone to get excited about it, just saw there was a proposal around and i'd just implemented it for a game i'm working on. this jfa version is pretty fancy, case of using vehicles causes a ton of artifacts though (haven't tried playing with the knobs yet)
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John James Gutib
John James Gutib@JohnJamesGutib·
@sabanski_n @shakesoda absolutely: what got this entire ball started in the first place was him posting his implementation, which got everyone really really excited and kickstarted efforts into fully developing MB for reference, up until that point, we were literally waiting for 3 years 😅
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shakesoda
shakesoda@shakesoda·
i'm sure there's some bugs in there somewhere i haven't noticed (maybe some sign extension related hassles i didn't test enough) and i haven't handled the exception/interrupt traps yet but it's otherwise in pretty decent working order for my needs
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shakesoda
shakesoda@shakesoda·
i am finally free the risc-v assembler and emulator for my game are working i could NOT let it go until it was just right
shakesoda tweet mediashakesoda tweet media
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shakesoda
shakesoda@shakesoda·
this definitely has something to do with the skeleton modifier stuff from a quick look in the source, that's obvious enough, but i'm not sure how that all glues together to essentially force it to do what 4.2.2 did for this case
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shakesoda
shakesoda@shakesoda·
and i do need one time mode to work, or i get really awful jittering that i assume is some timing problem related to doing physics interp
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shakesoda
shakesoda@shakesoda·
kind of frustrating that IK is just completely hosed in godot 4.3 rn. one time mode doesn't work _at all_ (except when paused? what?) dunno if it's reported and haven't had/made time to make an mrp for it
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shakesoda
shakesoda@shakesoda·
made a maze generator for fun and a diversion after getting that risc-v stuff working in-game
shakesoda tweet mediashakesoda tweet media
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shakesoda
shakesoda@shakesoda·
still, i am looking into fixing the silhouette issues in that effect and making sample count dynamic (low motion areas don't need full sampling!) the existing approaches seem kind of over-engineered or at least poorly described for my purposes so i've been doing it my own way
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shakesoda
shakesoda@shakesoda·
unrelated to that rv32 core, people want me to do more work on that godot motion blur effect but it already does everything my game needs but mostly the server i was invited to has like 100k users and that is FAR too spooky for me that is so many people
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shakesoda
shakesoda@shakesoda·
made a simplistic risc-v (rv32i) emu core + assembler in zig just to make the contraptions in my godot game programmable with proper microcontrollers working on godot node integration bits currently. intending to accept rv32 binaries as game data or assembly code editable ingame
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shakesoda
shakesoda@shakesoda·
haxe + not godot continues to work fine although i've got a bunch of annoying port problems largely related to different graphics apis being needed or libraries being insanely bloated or lacking important features
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shakesoda
shakesoda@shakesoda·
hxgodot is so close to working but the crash when trying to override an input function is a bit of a showstopper (on arm64, at least, not sure about x86_64). it's somewhat impenetrable to debug so i'm gonna have to just set aside haxe + godot until there's some progress on that
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k//eternal ☯︎
k//eternal ☯︎@danmakuboss·
@shakesoda i actually did not register the difference mentally until you pointed it out, they have become synonymous in my head
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shakesoda
shakesoda@shakesoda·
@danmakuboss not the account i meant to use to say that but ok close enough
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