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relativisticgame

relativisticgame

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Week 42: collision avoidance

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 con...

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New article: collision avoidance

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 so...

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New article: the quirks of relativistic rigidity

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...

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Week 41: improving collisions

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 (...

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Week 40: Robot's video and work on collisions

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 <...

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Week 39: the robot screen comes alive

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...

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Week 38: the robot's LED screen

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...

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Week 37: browser support with Emscripten

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...

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Week 36: lighting in my game engine

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...

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Week 35: flames on the robot's engine

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 chang...

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Designing the main character of my game

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...

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Week 34 progress update

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 ...

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Week 33 progress update

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 basi...

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Week 32 progress update

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...

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Week 31 progress update

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 ...

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Week 30 progress update

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 to...

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Week 28-29 progress update

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 n...

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Week 27 progress update

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. Need...

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Week 26 progress update

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...

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Week 25 progress update

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 t...

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Week 23-24 progress update

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 a...

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Week 22 extra video

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Week 22 extra image

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Week 22 progress update

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 dem...

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Week 21 progress update

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 ...

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Week 20 progress update

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 ...

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Week 19 progress update

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.<...

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Week 18 progress update

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 could...

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Week 17 progress update

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 pr...

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Week 16 progress update

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 View Post