Category Archives: Programming

September 18th: Divergences

Unsurprisingly got knocked way off track by the weird Unity situation, which I won’t go into. Suffice it to say that for the time being I’m trying to figure out how to decouple my code from the engine as much … Continue reading

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November 9th: Actions

Very slowly building a set of behaviors for this boss and figuring it out as I go. Started off re-building the state machine for the boss to use a generalized EnemyAction class which can be used for any state machine … Continue reading

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September 17th: Crunch

Got destructable blocks running today, a pretty important thing I’d been putting off. Will probably need to do some more work on them to handle special damage type requirements for area gating, but a solid little bit of work for … Continue reading

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March 12th: Facing It

Turned out the normal-facing code I did yesterday didn’t quite cut it, because the concern wasn’t which side was facing the camera but which side was facing the light source. Have a better version of that now. Also ran into … Continue reading

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February 26th: Overridden

Finished the new interface for AdvancedSpriteSettings. It is a big improvement, though there’s still a couple of improvements I’d like to make. Very pleased with this work.

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February 17th: Multi-blur

Tried to add blur into the modifier sprite today, which ended up being quite tricky and requiring some restructuring. Also a few bugs popped up when I reimported all this work into the EverEnding project, so I’ll have to figure … Continue reading

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February 12th: Pixelation

Got the vertex expansion for special effects thing working yesterday. Spent today figuring out why the pixelation effect wasn’t working — turned out that having special effects which displace UVs add quite a wrinkle to the problem, and it took … Continue reading

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January 25th: Everything

Busy day. Had a couple of appointments, wrote up most of this week’s blog post, streamed for a few hours and made a big batch of pho stock. Also got back to shader stuff a bit this week after the … Continue reading

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December 7th: Reordered

Sprite shaders are more or less done, but modification shader has some ways left to go — also maybe a few more features I’d like to add.

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November 16th: Low Visibility

Spent an obnoxious amount of time today debugging weird issues with sprites drawing as solid black. Still not completely solved, but it’s better than before. Also finished implementing normal mapping, at least in a basic form.

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