This week I did quite a bit of writing. I wrote one article to explain how rigid bodies do not entirely live in the present, but have parts of their future trajectory determined by the rigidity constraint. The article also captures my thoughts on ...
2023-08-19 17:11:43 +0000 UTC
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This week I have been experimenting a new approach for the dynamics in my game. After working on implementing collisions and being unsatisfied about the results obtained so far, I decided to try something different. I am explaining it all in a
2023-08-18 16:40:08 +0000 UTC
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As described in the weekly status update that I just posted (I am one week behind, sorry) I spent a good part of last week thinking about relativistic rigid bodies and collisions. Yesterday, I took some time to write down some of the key conclusio...
2023-08-17 14:03:41 +0000 UTC
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This week I mostly worked on improving the implementation of collisions in the game. Unfortunately, this is a challenging area of my project. I consider it one of the biggest technical challenges (in terms of difficulty rather than amount of work ...
2023-08-17 12:24:48 +0000 UTC
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I continued to work on the CPU implementation of graphics primitives for the Robot’s screen. I spent one day creating a short video to capture and showcase the end result. I posted the video on 2023-08-11 16:43:15 +0000 UTC
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This week I tried to make the robot’s LED screen come alive. I added some Lua code for this. The new code deals with the high level operations, such as controlling the cursor, the animations, etc. I attached a video that shows what I got so far....
2023-08-04 17:37:38 +0000 UTC
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I started the week by working on the shader code that renders the robot’s LED screen and I finally completed it. It was quite challenging to get the texture filtering right (antialiasing, mipmaps), but I got there in the end. I am attaching a vi...
2023-08-04 16:46:25 +0000 UTC
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This week I mostly worked to make my engine support Emscripten. It ended up being a good amount of build system work and figuring out how to convince CMake do what I wanted, but also ...
2023-07-28 10:24:58 +0000 UTC
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I did more work on the engine rendering code, completing the big code-refactoring I started some weeks back. I finally have a generic mechanism that I can use to set the light uniforms. I used this to add lights to the player for the engine’s fl...
2023-07-28 09:06:56 +0000 UTC
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On Monday I focused on getting the flames right. In particular, the flames now flow in the right direction and do that in a continuous way, i.e. they don’t switch on/off abruptly. They also change direction smoothly. I am satisfied with the fina...
2023-07-21 16:54:52 +0000 UTC
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Here is a short video demonstrating the work I have done so far around the character of my next game demo. It was unexpectedly difficult to render the led screen with proper filtering (antialiasing & mipmaps.) I had to use textureGrad in the G...
2023-07-18 17:08:58 +0000 UTC
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This week I did the first significant work on my game prototype. The main game character will be a little robot that can move inside rooms and solve puzzles in there. You can see a rough sketch in the attached image. After thinking a bit about it,...
2023-07-15 19:48:51 +0000 UTC
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I spent all my time this week working on improving the engine’s C++ code. I introduced a new ECS system that simplifies sharing parameters across the entity tree. This ECS system will be the basis for future changes, in particular around how sha...
2023-07-14 17:24:27 +0000 UTC
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This week I did some more preparatory work for “the next thing”, i.e. the first game prototype. I created a minimal template of a game project using my engine. This is a directory that I will copy whenever I want to create a new demo ...
2023-07-14 17:15:39 +0000 UTC
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I started the week working on improving the TikTok video I published last week and making it ready to be published on YouTube. In particular, I played with Gimp and learnt a few tricks. My aim was to put together a thumbnail for the video. I hear ...
2023-06-09 11:09:02 +0000 UTC
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On Monday I added another tool to my game engine using Dear ImGui. The tool provides a new window that allows stopping the user time and slowing down or speeding up the evolver time. I used this tool to do the final edits to the TikTok video that ...
2023-06-09 10:24:44 +0000 UTC
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I was abroad on holiday during the past two weeks. I only worked three days and mostly focused on using Dear ImGui to create the first prototype for the game editor. This was time well spent as I now have a tool that is usable and will definitely ...
2023-06-01 16:34:04 +0000 UTC
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On Monday did some work to enable better integration of Dear ImGui with my game engine.
I spent the remaining time in the week finalising the video which I published on Friday on TikTok. Needless to say, it took much more time than I expecte...
2023-05-19 16:05:05 +0000 UTC
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I spent the whole Monday fixing a non-trivial engine bug that I encountered on Friday last week. I spent the rest of the week working on the video that I am planning to publish on TikTok (and maybe as a YouTube short). This is slow and tedious wor...
2023-05-19 15:36:41 +0000 UTC
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I finally managed to run the game engine inside a browser (Google Chrome) after compiling it with the emscripten toolchain. As can be seen from the attached screenshot, I tested a minimal example that only uses one asset (a crappy analog clock tha...
2023-05-19 15:10:53 +0000 UTC
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I started the week working on a new video which I aimed to publish on TikTok. Unfortunately, soon after starting work on this project I caught a bad bacterial throat infection. It gave me a fever and it got gradually worse as the long bank holiday...
2023-04-21 16:01:11 +0000 UTC
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2023-04-21 15:40:41 +0000 UTC
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2023-04-21 15:39:35 +0000 UTC
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Work on the demo continues. This week I made the train engines spit some fire. The flames grow as the train accelerates, see the video. This was fun work! It also improves the appearance of the demo somewhat, although I am learning that it is all ...
2023-04-21 15:31:27 +0000 UTC
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This week I worked on improving the terrain in the demo. I replaced the green box placeholder with a procedurally generated terrain. The way this is handled in the shader is pretty inefficient and there are issues with antialiasing and more. Well,...
2023-04-21 15:07:52 +0000 UTC
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So far I have made all my game assets using shader code, similar to what is done in Shadertoy. Doing things this way (rather than using more traditional tools like Blender and Gimp...
2023-04-21 14:31:24 +0000 UTC
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This week I focused on improving the visual appearance of the “train in a tunnel paradox” demo. My objective was to replace the remaining placeholder art in the demo with something less rough.
First, I replaced the train rail with a simp...
2023-03-31 17:51:20 +0000 UTC
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This was a short week, as I went on holiday abroad and also had to look after my little one, who caught a cold. I spent most of my working time improving shaders. Last week I concluded that I couldn’t get rid entirely of the normal maps by using...
2023-03-31 17:02:40 +0000 UTC
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This week I did a lot of work on the game engine to improve its capabilities. I refactored all the remaining ECS Systems so that they use entity registration. This enables building entire scenes programmatically in Lua.
I implemented spot-li...
2023-03-02 12:48:36 +0000 UTC
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This week I investigated using AI for asset generation. After watching a video about ControlNet, I think 2023-03-02 12:21:48 +0000 UTC
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