Shatur

joined 3 years ago
[–] Shatur@lemmy.ml 2 points 1 year ago (1 children)

Very cool!! I’ll have to check it out! How long have you been working on it?

Way longer then I would like to πŸ˜… 2+ years. But I have a full-time job, so I working on it in my free time when I'm in the mood. And I accelerated in the development only recently. Posting helps a lot with the motivation.

I’m slowly starting to work on my own game project as well. I want to make a first person horror game.

Good luck in your endeavor, I’d love to see posts about it!

[–] Shatur@lemmy.ml 2 points 1 year ago (1 children)

It's intended! In such windows, this position of the handle opens the window for micro-ventilation.

[–] Shatur@lemmy.ml 2 points 1 year ago* (last edited 1 year ago)

Funny, it looks like my post accidentally turned out to be clickbait and and now it more upvoted the my other posts πŸ˜… . But I will try to put more context next time to avoid confusion.

[–] Shatur@lemmy.ml 1 points 1 year ago (1 children)

Thanks!

Makes sense, I probably should put more context in the description... And maybe adjust titles, something like "Game progress: added windows"?

Also, I need your opinion, I should post here less often? I usually do this about once a week, but since there aren't many posts here, I feel like I've taken over the community πŸ˜„ I usually post in !projectharmonia@lemmy.ml and do a cross-post.

[–] Shatur@lemmy.ml 8 points 1 year ago* (last edited 1 year ago) (3 children)

Thanks! It's a WIP life simulation game under the working title Project Harmonia. It's open source, but not currently playable.

I post game footage in !projectharmonia@lemmy.ml.

[–] Shatur@lemmy.ml 1 points 1 year ago* (last edited 1 year ago)

Ah, you probably right, I think it's more common.

I personally run ArchLinux on my PinePhone.

[–] Shatur@lemmy.ml 2 points 1 year ago (5 children)

I think when people say "Linux phone" they mean GNU/Linux.

[–] Shatur@lemmy.ml 6 points 1 year ago (6 children)

What do you use to browse Lemmy?

[–] Shatur@lemmy.ml 5 points 1 year ago* (last edited 1 year ago)

HotA is awesome!

But the best way to play it is to use VCMI. It's an open source re-implementation of the original game for the modern hardware. It also have a built-in launcher which asks you automatically download HotA or WoG after the first start. You can also install other mods from it. So convenient.

[–] Shatur@lemmy.ml 5 points 1 year ago* (last edited 1 year ago) (1 children)

There is VCMI. It's an open source re-implementation for the modern hardware.

[–] Shatur@lemmy.ml 6 points 2 years ago* (last edited 2 years ago)

Is the (mainline supporting) hardware landscape really this bleak?

Unfortunately, yes. Also only PinePhone (Pro) and Librem 5 have a working camera.

66
Linux Running on an NES? (www.youtube.com)
submitted 2 years ago* (last edited 2 years ago) by Shatur@lemmy.ml to c/retrogaming@lemmy.world
 

The author managed to run LUnix on an NES without tricks, like embedding a Raspberry Pi into the cartridge.

148
Linux Running on an NES? (www.youtube.com)
submitted 2 years ago* (last edited 2 years ago) by Shatur@lemmy.ml to c/linux@lemmy.ml
 

The author managed to run LUnix on an NES without tricks, like embedding a Raspberry Pi into the cartridge.

16
Implemented door placement (files.mastodon.social)
submitted 2 years ago* (last edited 2 years ago) by Shatur@lemmy.ml to c/gamedev@lemmy.blahaj.zone
 

Boolean operations in 3D are quite heavy. But fortunately, each wall can be represented as two 2D planes.

To determine which 2D shape I need to cut from the mentioned planes, I add a special plane in Blender with "Cutout" name. This is what The Sims series do.

And for all doors located on a wall I triangulate combined vertices using earcutr. The library API doesn't fit well with Bevy, but it does the trick.

This is for my open source life simulation game made with Bevy under the working title Project Harmonia.

9
Implemented door placement (files.mastodon.social)
submitted 2 years ago* (last edited 2 years ago) by Shatur@lemmy.ml to c/bevy@programming.dev
 

Boolean operations in 3D are quite heavy. But fortunately, each wall can be represented as two 2D planes.

To determine which 2D shape I need to cut from the mentioned planes, I add a special plane in Blender with "Cutout" name. This is what The Sims series do.

And for all doors located on a wall I triangulate combined vertices using earcutr. The library API doesn't fit well with Bevy, but it does the trick.

The project is open source, so if you are interested in the implementation, you can take a look at the wall module. I organize my modules as plugins, so you can copy the module and its submodules into your game with some minor edits and enable WallPlugin.

 

I working on an open source life simulation game with the working title Project Harmonia using Bevy.

Now walls are separate meshes and take full advantage of ECS, including change detection to rebuild only changed parts.

The new approach also automatically fixed some bugs and enabled instant update of other walls that were affected by currently spawning wall.

 

Now walls are separate meshes and take full advantage of ECS, including change detection to rebuild only changed parts.

The new approach also automatically fixed some bugs and enabled instant update of other walls that were affected by currently spawning wall.

 

I working on an open source life simulation game with the working title Project Harmonia using Bevy.

It was an interesting task and I learned a lot about how meshes are represented internally.

Initially I used 8 vertices for each wall. But then I discovered that if I needed a different color and normal for each side, then I needed a different vertex! So I reworked the mesh generation to make 20 vertices per mesh (for each side with no bottom).

 

I working on an open source life simulation game with the working title Project Harmonia using Bevy.

It was an interesting task and I learned a lot about how meshes are represented internally.

Initially I used 8 vertices for each wall. But then I discovered that if I needed a different color and normal for each side, then I needed a different vertex! So I reworked the mesh generation to make 20 vertices per mesh (for each side with no bottom).

 

It was an interesting task and I learned a lot about how meshes are represented internally.

Initially I used 8 vertices for each wall. But then I discovered that if I needed a different color and normal for each side, then I needed a different vertex! So I reworked the mesh generation to make 20 vertices per mesh (for each side with no bottom).

The project is open source, so if you are interested in the implementation, you can take a look at mesh_update_system. I organize my modules as plugins, so you can copy the module and its submodules into your game with some minor edits and enable WallPlugin.

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