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relativisticgame

relativisticgame

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relativisticgame posts

Week 68: rendering shadows

I worked on shadows this week… yet another explorative task. Rendering shadows correctly is one of the biggest technical challenges still to solve in the game, as the levels are 2D and shadows te...

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Week 67: camera logic and virtual joystick

This week I did an exploration around camera logic. I want the camera to zoom and move as the player explores the scene. The camera should zoom-in when the player approaches objects that need atten...

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Week 66: tools

This week I focused on tools. I am attaching a video that shows some of the stuff I did.

During the weekend I created a tool to measure how long it takes for the game to carry out various tas...

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Week 65: demo for patrons

Mostly work under the hood this week. I restructured the build system and how game levels are loaded. I am preparing the ground for the creation of a game editor, which will allow creating levels m...

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Week 64: more sounds

This week I worked on sounds. I started by looking into the software libraries that I am using to manage sounds in my engine: SDL and SDL_mixer. After inspecting the source code of SDL_mixer, I con...

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Week 63: virtual buttons and sounds

I’ll keep the summary short this week as I just published a lengthy retrospective post about my latest YouTube video. One thing I did this week was create virtual buttons to allow playing the gam...

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Lessons learned: Time Dilation Video

A couple of weeks ago I posted a video about “Time Dilation” on YouTube. It reached ~670 views and it  is running out of steam now. My former 2024-01-12 13:26:41 +0000 UTC View Post

Week 61-62: YouTube video and Christmas Holidays

I was mostly off during these two weeks, but I took some hours to finish the “Time dilation” video and publish it on YouTube. I used this time to shorten and improve the script, create the thum...

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Week 60: work on animations

I spent the whole week working on the video. It took me one day or so to finish adjusting the assets and their logic. The rest of the week was spent animating and creating the actual video. That wa...

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Week 59: new video on time dilation

As anticipated in my last post, this week I started working on a new video. The video will be about time dilation. It will be centered on a scenario I came up with while thinking about possible gam...

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Week 58: unstable keys and room 2

I spent this week working on room 2 and introducing some related game mechanics: unstable keys and key fusion. Unstable keys are keys that vanish after some time. They behave like some real-world p...

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Week 57: game save and reload

I started the week adding a new simple game asset to complete room 1. This is the first room and is very simple: the player needs to take a key from a key-holder and drop it into a keyhole. This op...

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Week 56: collision avoidance: it’s done!

his week I finished the relativistic implementation of the new collision avoidance algorithm. The new code is much better than the old one. Well, this is what I expected after working on the classi...

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Week 55: improving collisions… still!

My week started working on the relativistic implementation of the new collision avoidance algorithm. I soon hit a problem I didn’t foresee: the new algorithm requires trying trajectories, evaluat...

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Week 54: improving collisions

I started the week investigating changes to the collision avoidance algorithm, the code that keeps the robot from penetrating walls and doors. My aim was to improve how the navigation felt, especia...

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Week 53: graphics enhancements and planning

This week I worked on improving the engine’s graphics capabilities. The problem was that my engine was only capable of supporting 2D textures (sampler2D in the GLSL language). In the last couple ...

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Week 52: tile rendering and light paths

I started the week looking into improving the rendering of the level. I designed 6 tiles (one for flat walls, one for corners, one for the background, etc) The picture below is obtained putting tog...

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Week 51: tiled-based levels

I spent Monday and Tuesday improving support for bitmap animations in my engine. I am using this feature to render animations on the robot’s screen. Well, you may have noticed that I included one...

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Week 50: key-keyhole game mechanics

This week I started working on object collection and the key-keyhole game mechanics. I decided to go for an easy implementation, where the key is pulled towards a docking point that moves with the ...

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Week 49: first demo released

On Tuesday (3rd of October) I released the first demo. To me it was a big milestone, although I understand that it may feel a little bit underwhelming to others. At this stage there isn’t much to...

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Published Demo 1.0 on itch.io

I finally published my very first demo on itch.io. You can find it here:

https://relativisticgame.itch.io/demo View Post

Week 48: more bugfixing

Last week I got the demo working on multiple devices. These included four Operating Systems (Linux, Android, Windows, MacOS) and five browsers (Chrome, Firefox, Edge, Safari, Samsung Internet.) I f...

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Week 47: bugfixes and release work

Apologies for being late with the weekly reports. I put my energies on the release preparation and on writing other posts. I didn’t have enough bandwidth to do all the writing. But the release is...

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On the "Train in a tunnel paradox" video

In my last post I talked a bit about the "Train in a tunnel paradox" video that I published on TikTok and YouTube a few months ago. I didn't mention that originally the video was a bit long...

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It’s almost one year!

October 2022 was my last month as an employed man. In November I started my new and interesting life. This means it's been almost 11 months since I started working on this project. I think it’s t...

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Releasing on itch.io

Hey Patrons!

I think I am getting close to releasing the very first demo.

This one will be super minimal. It won't be playable. The only thing you'll be able to do is move the robot. Th...

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Week 46: support for touch screen devices

This week I worked on improving support for mouse and touch devices. This was one of the items I listed in the to-do list for the minimal demo that I hope to publish soon. It ended up being all Lua...

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Week 45: completed switch to biquaternions

This week was a short one. It started on Wednesday, after my return from the summer vacation. I used all of it to complete the switch from matrices to biquaternion in the game. I just published a l...

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Using biquaternions for Lorentz transformations

What’s the problem?

A long time ago, while debugging my game, I found a curious issue when using 2023-09-18 17:45:22 +0000 UTC View Post

Week 43-44: YouTube "blessing" and biquaternions

In the past two weeks I was mostly on holiday. Well, the nursery was closed and my kid had to be looked-after full time. It was a pretty good incentive to go on holiday and spend time with our fami...

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