got my engine (C# scripting layer, sokol/stb/box2d backend) compiling for the web! &zinc
got my engine (C# scripting layer, sokol/stb/box2d backend) compiling for the web! &zinc
&zinc got individual doc pages working pretty nicely now! dynamically generating a toc from markdown (without additional annotation) and added in some nice styling for inline code and code blocks
&zinc finally getting around to building the site/documentation for my engine (using 11ty)
&zinc spent some time getting my coroutine system in a better place and added in the ability to pause/reset coroutines. also added in the ability to yield on tweens so you get a really nice api for doing tweened animation
not directly zinc related though somewhat zinc related, happy to share here a sort of handmade-flavored podcast I'm starting where I interview creators about how they do data management in their games. if you want to hear people talk about serialization, binary formats, level data management, etc. I highly recommend listening to the show!
for the first episode I got to talk with mobile game legend arnold rauers of tinytouchtales all about his game geo gods (and card crawl, etc.). hope you all give it a listen (and share it!)
https://www.gamedatapodcast.com/p/arnold-rauers-tinytouchtales-geo-gods-card-crawl-miracle-merchant-data-programming
&dinghy (renamed to zinc) finally stopped procrastinating and implemented a proper child/parent transfom system that can pass TRS down the "heirarchy"
working on a better api for associating components with entities in my own engine by leveraging c# source generators to backfill partial classes with component member accessor properties:
&dinghy reflecting object fields into bound imgui controls to live edit a particle system
ended up taking a lot longer than expected but i finally got dearimgui working and binding properly through sokol into a dll that is being consumed in c# and it's all working nicely! &dinghy
&dinghy got physics and particles in recently. particles aren't even special, each one is an entity with the ECS system and doesn't exhibit any slow down when spawning them.
&dinghy wrote up a big blog post on the general tech stack for dinghy and where the engine is currently at! https://afterschool.studio/p/2023
sokol + stb hooked up on the backend and all the code you need to do on the left is shown on the right
finally getting stuff worth showing for &dinghy - sokol + stb binding on the backend and wrapping it all up in a really simple 2D c# game framework (gif is choppy but you get the idea)
working with sokol + sokol_gp and properly binding it all to c# for a game framework I'm working on (big thanks to :batmartins: )