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#asteroidians — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #asteroidians, aggregated by home.social.

  1. I just published a #blog post. It's about a #csharp #data system I wrote for my #Asteroidians game, which I call the Edict Rules system.

    It uses generics, polymorphism & enums to answer the problem of:
    How do you systematically store many hardcoded types of user-defined data, while keeping aspects of the code maintainable?

    Read the post: bamboy360.com/blog/edict-rules/

    (Video is a raw string output of this system)

    #gamedev #indiedev #programming

  2. I just published a #blog post. It's about a #csharp #data system I wrote for my #Asteroidians game, which I call the Edict Rules system.

    It uses generics, polymorphism & enums to answer the problem of:
    How do you systematically store many hardcoded types of user-defined data, while keeping aspects of the code maintainable?

    Read the post: bamboy360.com/blog/edict-rules/

    (Video is a raw string output of this system)

    #gamedev #indiedev #programming

  3. I just published a #blog post. It's about a #csharp #data system I wrote for my #Asteroidians game, which I call the Edict Rules system.

    It uses generics, polymorphism & enums to answer the problem of:
    How do you systematically store many hardcoded types of user-defined data, while keeping aspects of the code maintainable?

    Read the post: bamboy360.com/blog/edict-rules/

    (Video is a raw string output of this system)

    #gamedev #indiedev #programming

  4. I just published a #blog post. It's about a #csharp #data system I wrote for my #Asteroidians game, which I call the Edict Rules system.

    It uses generics, polymorphism & enums to answer the problem of:
    How do you systematically store many hardcoded types of user-defined data, while keeping aspects of the code maintainable?

    Read the post: bamboy360.com/blog/edict-rules/

    (Video is a raw string output of this system)

    #gamedev #indiedev #programming

  5. I just published a #blog post. It's about a #csharp #data system I wrote for my #Asteroidians game, which I call the Edict Rules system.

    It uses generics, polymorphism & enums to answer the problem of:
    How do you systematically store many hardcoded types of user-defined data, while keeping aspects of the code maintainable?

    Read the post: bamboy360.com/blog/edict-rules/

    (Video is a raw string output of this system)

    #gamedev #indiedev #programming

  6. While I want to stress that this is NOT a fair repo file size comparison because my port from #Unity to #Monogame is not done, I think it's very interesting how bloated the Unity repository is.

    Most notably I have not ported most of my game assets yet. (inc 135mb audio 😰) The rest of that is mostly Unity+Plugin bloat!

    #Asteroidians #indiedev #gamedev

  7. While I want to stress that this is NOT a fair repo file size comparison because my port from #Unity to #Monogame is not done, I think it's very interesting how bloated the Unity repository is.

    Most notably I have not ported most of my game assets yet. (inc 135mb audio 😰) The rest of that is mostly Unity+Plugin bloat!

    #Asteroidians #indiedev #gamedev

  8. While I want to stress that this is NOT a fair repo file size comparison because my port from #Unity to #Monogame is not done, I think it's very interesting how bloated the Unity repository is.

    Most notably I have not ported most of my game assets yet. (inc 135mb audio 😰) The rest of that is mostly Unity+Plugin bloat!

    #Asteroidians #indiedev #gamedev

  9. While I want to stress that this is NOT a fair repo file size comparison because my port from #Unity to #Monogame is not done, I think it's very interesting how bloated the Unity repository is.

    Most notably I have not ported most of my game assets yet. (inc 135mb audio 😰) The rest of that is mostly Unity+Plugin bloat!

    #Asteroidians #indiedev #gamedev

  10. Did I ever publicly mention I've been (slowly) working on porting my #Asteroidians codebase from #Unity to #Monogame ?

    Apparently that started June. 🙄

    I spent today working on my replacement Coroutine sys, which has gotten some 👀❓from the Monogame discord.

    I have specific needs for Coroutines though, for running game-simulation code over-time with my "deterministic lockstep sync" based #multiplayer architecture.
    And it keeps code tidy!

    #selftaught #gamedev #indiedev #programming #csharp

  11. Did I ever publicly mention I've been (slowly) working on porting my #Asteroidians codebase from #Unity to #Monogame ?

    Apparently that started June. 🙄

    I spent today working on my replacement Coroutine sys, which has gotten some 👀❓from the Monogame discord.

    I have specific needs for Coroutines though, for running game-simulation code over-time with my "deterministic lockstep sync" based #multiplayer architecture.
    And it keeps code tidy!

    #selftaught #gamedev #indiedev #programming #csharp

  12. Did I ever publicly mention I've been (slowly) working on porting my #Asteroidians codebase from #Unity to #Monogame ?

    Apparently that started June. 🙄

    I spent today working on my replacement Coroutine sys, which has gotten some 👀❓from the Monogame discord.

    I have specific needs for Coroutines though, for running game-simulation code over-time with my "deterministic lockstep sync" based #multiplayer architecture.
    And it keeps code tidy!

    #selftaught #gamedev #indiedev #programming #csharp

  13. Did I ever publicly mention I've been (slowly) working on porting my #Asteroidians codebase from #Unity to #Monogame ?

    Apparently that started June. 🙄

    I spent today working on my replacement Coroutine sys, which has gotten some 👀❓from the Monogame discord.

    I have specific needs for Coroutines though, for running game-simulation code over-time with my "deterministic lockstep sync" based #multiplayer architecture.
    And it keeps code tidy!

    #selftaught #gamedev #indiedev #programming #csharp

  14. Did I ever publicly mention I've been (slowly) working on porting my #Asteroidians codebase from #Unity to #Monogame ?

    Apparently that started June. 🙄

    I spent today working on my replacement Coroutine sys, which has gotten some 👀❓from the Monogame discord.

    I have specific needs for Coroutines though, for running game-simulation code over-time with my "deterministic lockstep sync" based #multiplayer architecture.
    And it keeps code tidy!

    #selftaught #gamedev #indiedev #programming #csharp

  15. CW: Selftaught/Career/Finance Woes

    I've tried to make #freelance work for income, and managed to barely sustain myself for several years doing so, but routine #SocialMedia (namely #marketing) is one of those #softskills I am godawful at keeping up with

    It's the same reason I couldn't generate enough interest in #Asteroidians as a game. (tbh the community management aspects of #gamedev kinda scare me)

    Unfortunately when everyone has less money, freelancers are hit first
    #ActuallyAutistic #SelfTaught

  16. CW: Selftaught/Career/Finance Woes

    I've tried to make #freelance work for income, and managed to barely sustain myself for several years doing so, but routine #SocialMedia (namely #marketing) is one of those #softskills I am godawful at keeping up with

    It's the same reason I couldn't generate enough interest in #Asteroidians as a game. (tbh the community management aspects of #gamedev kinda scare me)

    Unfortunately when everyone has less money, freelancers are hit first
    #ActuallyAutistic #SelfTaught

  17. CW: Selftaught/Career/Finance Woes

    I've tried to make #freelance work for income, and managed to barely sustain myself for several years doing so, but routine #SocialMedia (namely #marketing) is one of those #softskills I am godawful at keeping up with

    It's the same reason I couldn't generate enough interest in #Asteroidians as a game. (tbh the community management aspects of #gamedev kinda scare me)

    Unfortunately when everyone has less money, freelancers are hit first
    #ActuallyAutistic #SelfTaught

  18. CW: Selftaught/Career/Finance Woes

    I've tried to make #freelance work for income, and managed to barely sustain myself for several years doing so, but routine #SocialMedia (namely #marketing) is one of those #softskills I am godawful at keeping up with

    It's the same reason I couldn't generate enough interest in #Asteroidians as a game. (tbh the community management aspects of #gamedev kinda scare me)

    Unfortunately when everyone has less money, freelancers are hit first
    #ActuallyAutistic #SelfTaught

  19. CW: Selftaught/Career/Finance Woes

    I've tried to make #freelance work for income, and managed to barely sustain myself for several years doing so, but routine #SocialMedia (namely #marketing) is one of those #softskills I am godawful at keeping up with

    It's the same reason I couldn't generate enough interest in #Asteroidians as a game. (tbh the community management aspects of #gamedev kinda scare me)

    Unfortunately when everyone has less money, freelancers are hit first
    #ActuallyAutistic #SelfTaught

  20. CW: Selftaught/Disability Woes

    #Thread
    Often I forget just how amazing some of the #programming systems I have made for #Asteroidians are. Absolutely something that could be turned into a viable career, even outside #gamedev

    Being #ActuallyAutistic I seem to struggle with the #softskills necessary to turn the #SelfTaught skills I've developed into something I can live off of

    Its very invalidating, internally I seem to blame society or #capitalism which is not constructive

    #shadowwork #indiedev

  21. CW: Selftaught/Disability Woes

    #Thread
    Often I forget just how amazing some of the #programming systems I have made for #Asteroidians are. Absolutely something that could be turned into a viable career, even outside #gamedev

    Being #ActuallyAutistic I seem to struggle with the #softskills necessary to turn the #SelfTaught skills I've developed into something I can live off of

    Its very invalidating, internally I seem to blame society or #capitalism which is not constructive

    #shadowwork #indiedev

  22. CW: Selftaught/Disability Woes

    #Thread
    Often I forget just how amazing some of the #programming systems I have made for #Asteroidians are. Absolutely something that could be turned into a viable career, even outside #gamedev

    Being #ActuallyAutistic I seem to struggle with the #softskills necessary to turn the #SelfTaught skills I've developed into something I can live off of

    Its very invalidating, internally I seem to blame society or #capitalism which is not constructive

    #shadowwork #indiedev

  23. CW: Selftaught/Disability Woes

    #Thread
    Often I forget just how amazing some of the #programming systems I have made for #Asteroidians are. Absolutely something that could be turned into a viable career, even outside #gamedev

    Being #ActuallyAutistic I seem to struggle with the #softskills necessary to turn the #SelfTaught skills I've developed into something I can live off of

    Its very invalidating, internally I seem to blame society or #capitalism which is not constructive

    #shadowwork #indiedev

  24. CW: Selftaught/Disability Woes

    #Thread
    Often I forget just how amazing some of the #programming systems I have made for #Asteroidians are. Absolutely something that could be turned into a viable career, even outside #gamedev

    Being #ActuallyAutistic I seem to struggle with the #softskills necessary to turn the #SelfTaught skills I've developed into something I can live off of

    Its very invalidating, internally I seem to blame society or #capitalism which is not constructive

    #shadowwork #indiedev

  25. Just discovered #JetBrainsRider feature of making code diagrams!
    Got inspired to use it to document my game's asset loading pipeline.

    I think this reflection method for loading content could be used for modding as well. (I wrote this system probably over a year ago >_<)

    #Asteroidians #gamedev #indiedev #csharp #dotnet #programming

  26. Just discovered #JetBrainsRider feature of making code diagrams!
    Got inspired to use it to document my game's asset loading pipeline.

    I think this reflection method for loading content could be used for modding as well. (I wrote this system probably over a year ago >_<)

    #Asteroidians #gamedev #indiedev #csharp #dotnet #programming

  27. Just discovered #JetBrainsRider feature of making code diagrams!
    Got inspired to use it to document my game's asset loading pipeline.

    I think this reflection method for loading content could be used for modding as well. (I wrote this system probably over a year ago >_<)

    #Asteroidians #gamedev #indiedev #csharp #dotnet #programming

  28. Just discovered #JetBrainsRider feature of making code diagrams!
    Got inspired to use it to document my game's asset loading pipeline.

    I think this reflection method for loading content could be used for modding as well. (I wrote this system probably over a year ago >_<)

    #Asteroidians #gamedev #indiedev #csharp #dotnet #programming

  29. Just discovered #JetBrainsRider feature of making code diagrams!
    Got inspired to use it to document my game's asset loading pipeline.

    I think this reflection method for loading content could be used for modding as well. (I wrote this system probably over a year ago >_<)

    #Asteroidians #gamedev #indiedev #csharp #dotnet #programming

  30. Finally making a second pass at #Asteroidians Grapple rope-wrapping logic.

    I've switched to generating a convex hull from the set of contour-traced solid pixels.
    This results in an array of positions that are significant geometrical corners we need to check as valid "anchor" positions.

    Keep in mind, *everything* I'm doing here is based on a custom binary-pixel collision system! No polygons in this here #gamelogic !

    #wip #solodev #gamedev #indiedev #gameprogramming #devtools

  31. Finally making a second pass at #Asteroidians Grapple rope-wrapping logic.

    I've switched to generating a convex hull from the set of contour-traced solid pixels.
    This results in an array of positions that are significant geometrical corners we need to check as valid "anchor" positions.

    Keep in mind, *everything* I'm doing here is based on a custom binary-pixel collision system! No polygons in this here #gamelogic !

    #wip #solodev #gamedev #indiedev #gameprogramming #devtools

  32. Finally making a second pass at #Asteroidians Grapple rope-wrapping logic.

    I've switched to generating a convex hull from the set of contour-traced solid pixels.
    This results in an array of positions that are significant geometrical corners we need to check as valid "anchor" positions.

    Keep in mind, *everything* I'm doing here is based on a custom binary-pixel collision system! No polygons in this here #gamelogic !

    #wip #solodev #gamedev #indiedev #gameprogramming #devtools

  33. Finally making a second pass at #Asteroidians Grapple rope-wrapping logic.

    I've switched to generating a convex hull from the set of contour-traced solid pixels.
    This results in an array of positions that are significant geometrical corners we need to check as valid "anchor" positions.

    Keep in mind, *everything* I'm doing here is based on a custom binary-pixel collision system! No polygons in this here #gamelogic !

    #wip #solodev #gamedev #indiedev #gameprogramming #devtools

  34. Finally making a second pass at #Asteroidians Grapple rope-wrapping logic.

    I've switched to generating a convex hull from the set of contour-traced solid pixels.
    This results in an array of positions that are significant geometrical corners we need to check as valid "anchor" positions.

    Keep in mind, *everything* I'm doing here is based on a custom binary-pixel collision system! No polygons in this here #gamelogic !

    #wip #solodev #gamedev #indiedev #gameprogramming #devtools

  35. 3/4
    Honestly if it wasn't for #OdinInspector by Sirenix, moving away from #Unity wouldn't be so hard for me.

    In fact, #Asteroidians wouldn't be possible in Unity (or at least very challenging), because I use custom fixed-point numbers for determinism. At the same time, I absolutely HATE having to use unity without Odin (eg when I #freelance)

    If unity the company wasn't going senile, they would learn from their own community general engine improvements and QoL

    #gamedev #indiedev #rant

  36. 3/4
    Honestly if it wasn't for #OdinInspector by Sirenix, moving away from #Unity wouldn't be so hard for me.

    In fact, #Asteroidians wouldn't be possible in Unity (or at least very challenging), because I use custom fixed-point numbers for determinism. At the same time, I absolutely HATE having to use unity without Odin (eg when I #freelance)

    If unity the company wasn't going senile, they would learn from their own community general engine improvements and QoL

    #gamedev #indiedev #rant

  37. 1/4
    The only #Unity specific thing I needed to do today for #Asteroidians was to serialize a Guid in a ScriptableObject (The rest was all raw C#)

    Unity refused to do this for me, which is really dumb because internally unity uses and serializes Guids for tracking project files. (It's what they're for! Unique identifiers!)

    I managed a workaround (string) but it's the little engine frustrations that make me want to leave even more, on top of my mistrust of them as a company.

    #gamedev #indiedev

  38. 1/4
    The only #Unity specific thing I needed to do today for #Asteroidians was to serialize a Guid in a ScriptableObject (The rest was all raw C#)

    Unity refused to do this for me, which is really dumb because internally unity uses and serializes Guids for tracking project files. (It's what they're for! Unique identifiers!)

    I managed a workaround (string) but it's the little engine frustrations that make me want to leave even more, on top of my mistrust of them as a company.

    #gamedev #indiedev

  39. 1/4
    The only #Unity specific thing I needed to do today for #Asteroidians was to serialize a Guid in a ScriptableObject (The rest was all raw C#)

    Unity refused to do this for me, which is really dumb because internally unity uses and serializes Guids for tracking project files. (It's what they're for! Unique identifiers!)

    I managed a workaround (string) but it's the little engine frustrations that make me want to leave even more, on top of my mistrust of them as a company.

    #gamedev #indiedev

  40. 1/4
    The only #Unity specific thing I needed to do today for #Asteroidians was to serialize a Guid in a ScriptableObject (The rest was all raw C#)

    Unity refused to do this for me, which is really dumb because internally unity uses and serializes Guids for tracking project files. (It's what they're for! Unique identifiers!)

    I managed a workaround (string) but it's the little engine frustrations that make me want to leave even more, on top of my mistrust of them as a company.

    #gamedev #indiedev

  41. 1/4
    The only #Unity specific thing I needed to do today for #Asteroidians was to serialize a Guid in a ScriptableObject (The rest was all raw C#)

    Unity refused to do this for me, which is really dumb because internally unity uses and serializes Guids for tracking project files. (It's what they're for! Unique identifiers!)

    I managed a workaround (string) but it's the little engine frustrations that make me want to leave even more, on top of my mistrust of them as a company.

    #gamedev #indiedev

  42. I finally got back on the horse and am working on #Asteroidians again. (Haven't since #Unity 's nonsense in Sept)

    Sometime I should toot in-depth about the data system I have been building that allows players in my multiplayer game to customize game rules to a high degree, while also keeping it manageable and maintainable for me as a developer as the project grows

    This customization feature has been on my list since I started this project in 2016

    #gamedev #indiedev #csharp #screenshotsaturday

  43. I finally got back on the horse and am working on #Asteroidians again. (Haven't since #Unity 's nonsense in Sept)

    Sometime I should toot in-depth about the data system I have been building that allows players in my multiplayer game to customize game rules to a high degree, while also keeping it manageable and maintainable for me as a developer as the project grows

    This customization feature has been on my list since I started this project in 2016

    #gamedev #indiedev #csharp #screenshotsaturday

  44. I finally got back on the horse and am working on #Asteroidians again. (Haven't since #Unity 's nonsense in Sept)

    Sometime I should toot in-depth about the data system I have been building that allows players in my multiplayer game to customize game rules to a high degree, while also keeping it manageable and maintainable for me as a developer as the project grows

    This customization feature has been on my list since I started this project in 2016

    #gamedev #indiedev #csharp #screenshotsaturday

  45. I finally got back on the horse and am working on #Asteroidians again. (Haven't since #Unity 's nonsense in Sept)

    Sometime I should toot in-depth about the data system I have been building that allows players in my multiplayer game to customize game rules to a high degree, while also keeping it manageable and maintainable for me as a developer as the project grows

    This customization feature has been on my list since I started this project in 2016

    #gamedev #indiedev #csharp #screenshotsaturday

  46. I finally got back on the horse and am working on #Asteroidians again. (Haven't since #Unity 's nonsense in Sept)

    Sometime I should toot in-depth about the data system I have been building that allows players in my multiplayer game to customize game rules to a high degree, while also keeping it manageable and maintainable for me as a developer as the project grows

    This customization feature has been on my list since I started this project in 2016

    #gamedev #indiedev #csharp #screenshotsaturday

  47. @miv403 Neat! I haven't heard of Warmux, which is surprising since I have been working on #Asteroidians since 2016, and it hasn't come up in my research.
    bamboy.itch.io/asteroidians

  48. @miv403 Neat! I haven't heard of Warmux, which is surprising since I have been working on #Asteroidians since 2016, and it hasn't come up in my research.
    bamboy.itch.io/asteroidians

  49. @miv403 Neat! I haven't heard of Warmux, which is surprising since I have been working on #Asteroidians since 2016, and it hasn't come up in my research.
    bamboy.itch.io/asteroidians

  50. @miv403 Neat! I haven't heard of Warmux, which is surprising since I have been working on #Asteroidians since 2016, and it hasn't come up in my research.
    bamboy.itch.io/asteroidians