#asteroidians — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #asteroidians, aggregated by home.social.
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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: https://bamboy360.com/blog/edict-rules/
(Video is a raw string output of this system)
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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: https://bamboy360.com/blog/edict-rules/
(Video is a raw string output of this system)
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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: https://bamboy360.com/blog/edict-rules/
(Video is a raw string output of this system)
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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: https://bamboy360.com/blog/edict-rules/
(Video is a raw string output of this system)
-
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: https://bamboy360.com/blog/edict-rules/
(Video is a raw string output of this system)
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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!
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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!
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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!
-
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!
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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! -
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! -
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! -
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! -
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! -
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 -
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 -
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 -
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 -
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 -
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 #gamedevBeing #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
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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 #gamedevBeing #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
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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 #gamedevBeing #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
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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 #gamedevBeing #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
-
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 #gamedevBeing #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
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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
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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
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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
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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
-
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
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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 !
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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 !
-
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 !
-
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 !
-
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 !
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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
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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
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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.
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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.
-
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.
-
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.
-
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.
-
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
-
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
-
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
-
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
-
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
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@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.
https://bamboy.itch.io/asteroidians -
@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.
https://bamboy.itch.io/asteroidians -
@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.
https://bamboy.itch.io/asteroidians -
@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.
https://bamboy.itch.io/asteroidians