#projectspecialk — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #projectspecialk, aggregated by home.social.
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I just realized #BeckettEngine isn't gonna need just raw model animations. It's gonna need animation blending and shit.
I can't handle that kinda thing by myself.
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Let's say you want to force a page break in a longer piece of dialogue:
"Hello...<break>Anyone?"
That "<break>" would be stored as 0x000E 0x0000 0x0004 0x0000, or function 0, subfunc 4, no arguments.
Knowing this, I have a little data mining application for #ProjectSpecialK related causes that can process MSBT files into JSON. Works great so far, but there's a twist...
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Hmm. Tickable is a handful. Maybe I should rename it to (Bk)Node or sumth...
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MSAA is basically free in a "difficulty to implement" sense if you don't use frame buffers and such for things like HDR and post-process effects. If you do, it becomes rather more of a hassle.
But looking at Animal Crossing New Horizons, I don't think there's much of a need for #ProjectSpecialK to have it.
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Found a weird bug in #ProjectSpecialK where having a script with three or more "dialogue" calls in a row would only show the first and last one. The middle one(s) would immediately be overwritten by the next.
Found out why and fixed it though!
DialogueBox dropped its mutex, given at the start of the script itself, when the first line was dismissed. Afterwards, ScriptRunner was therefore never told to stop and wait after that first line.
I have some options now.
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Taking the sky shader I already had for #ProjectSpecialK and adding what I recently learned about, of all things, the Ocarina of Time logo, the result is not bad and could work nicely for certain weather conditions.
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Special characters like Isabelle can now provide a spawn.lua file to help set up their state. For now, that just means picking outfits.
pickSNPCOutfit(me, "snpc:outfit:szaexercises")
Outfits may also be specified by number. Regardless, this could be used by Isabelle to switch between her summer and winter outfits, for example.
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1. Animation
2. Shadowmaps
3. Special villagers' outfitsDecisions decisions.
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(The pose is custom-made on the spot with built-in dev tools. There is still no actual animation support.)
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Figured it was a little overdue to try and run the #BeckettEngine test thing (the engine for #ProjectSpecialK in case you hadn't picked up on that yet) like a proper release. What you can't see here is that in \assets, there's a single data․zip file. That's what all the models and textures come from, as opposed to loose files in a \data folder.
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I could try reverting to the last 2.x version but it already updated my save to 3.0 so I'm gonna lose a fair bit of progress.
On the other hand, I've played it only rarely recently, to figure out things for #ProjectSpecialK...
(and no, clearing my save didn't work)
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I love how the freaking text field doesn't wrap but the dialogue box does.
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... now that's an odd thought:
buttplug.io support in the #BeckettEngine.
I can imagine it'd make sense for #SuccubusFarming but I got nothing for #ProjectSpecialK...
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Me after spending a good amount of time fixing assorted weird sound shit in #ProjectSpecialK
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Experimenting with using the root bone instead of the model matrix to position elements, but I didn't want to do the whole "look up the bone named Root and update the whole hierarchy" song and dance for single-bone models like the ground and walls.
It's hard to tell but there's a bunch of regular ground tiles on top of that thing, and it's actually in the far back extending down, not next to Audie pointing up.
This is of course already fixed, I just wanted to show this off.
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You can tell this isn't in-game on account of the lighting and Rover being animated (subtly). Two things I'm too goddamn afraid to implement.
Hell, I'm not even sure if "afraid" is the right word but it's the best I got.
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Should I work on shadow mapping first? Should I work on armature animation first?
Trick question, I'm too afraid to do either.
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Amusing as these two screenshots are to me, I find the subject matter reminds me what I've been putting off for #BeckettEngine and #ProjectSpecialK for far too long, and probably will keep putting off for longer: shadow mapping.
I must've studied how to do it ten times now, I could probably recite all but the shader math bits from memory at this point and get it *mostly* right.
But I don't do it. Because I'm afraid.
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Knowing myself, if I try to add shadow mapping to #ProjectSpecialK I *will* get mortally discouraged at the sight of shadow acne and peterpanning even though I *know* to expect them and the tutorials tell how to work around both.
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I'd like to leverage FBX' own material fields in #ProjectSpecialK and such, y'see? But those all have extra crap in them. Full paths and such.
Take the humble ground tile. Textures have a raw, absolute, and relative path. But all three are listed here as "D:\ACNH\textures and such\fldunit\mGrass_Mix.png"
That's no good.
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Step one: consider frustum culling for #ProjectSpecialK
Step two: watch a Boundary Break video about Animal Crossing New Horizons, observing its total lack of frustum culling.
(It just draws a certain rectangle of ground tiles around the player, plus *all* acre models, buildings, and villagers, at all time.)
Step three: run with that instead for the next couple months.
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What I have here in RenderDoc is two passes. One for the 3D bits of #ProjectSpecialK, one for the 2D UI on top.
The problem is that it's hard to find the point in that first pass where it finishes the depth buffer and starts doing the visuals. I can only find it by clicking until the texture viewer shows an actual input.
Is there an #OpenGL call to force an obvious split?
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I'm gonna be honest with you all.
Between the fear of failure keeping me from attempting to implement the more important features, the lack of skill in making custom assets, the legal restraints keeping me from hiring someone to help with either of those things, the regret at not finishing my other projects, and what feels like a declining mental state, I don't know if #ProjectSpecialK, or even the #BeckettEngine itself, is gonna get anywhere near a playable state.
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Too hot for Tumblr... potentially.
Before and after some vertex-level fixes in #ProjectSpecialK
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Now, #BeckettEngine and therefore #ProjectSpecialK has one non-system DLL dependency: FMOD Ex.
I can't prevent anyone from using fmodex64.dll as a springboard to opening up more in-depth modding capabilities. I know deep down that this is an unwinnable battle.
But I can at the very least not have a "load arbitrary libraries" function in the first place, and disable Lua's ability to read and write arbitrary files, or execute commands. I can at least make things *that* secure.
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So we talked about that, me mostly from experience with modded Koikatsu and such, and I explained that the *only* user-provided code #ProjectSpecialK would accept out-of-the-box was Lua script code. There was not and would not be a way to hook up an extra DLL file.
But I mentioned Koikatsu, right? The thing about DLLs is that you can replace them yourself... if they're not part of the OS. And once you replace a DLL with your own you can do most anything, right?
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Talking to a friend a few days back about safe and secure software development (because Unity) and I made her a list of all the things #BeckettEngine and #ProjectSpecialK use, grouped by age and trustworthiness.
Thing is, the Unity issue was apparently a thing about loading arbitrary libraries and such, which was an attack vector.
🧵
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https://github.com/Kawa-oneechan/beckett/issues/1
It's an engine feature checklist, I suppose.
If you know of anything missing on this list, or want to help me check something off, please let me know.
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Did I just hand-write an implementation of #cpp23 std::expected for use in #cpp11? Very, very yes.
Is it complete? No. But it is functional enough.
Am I pleased with it? Also very yes!
Will I use it in #ProjectSpecialK? I dunno, maybe. We'll see.
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Did I just hand-write an implementation of #cpp23 std::expected for use in #cpp11? Very, very yes.
Is it complete? No. But it is functional enough.
Am I pleased with it? Also very yes!
Will I use it in #ProjectSpecialK? I dunno, maybe. We'll see.
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Did I just hand-write an implementation of #cpp23 std::expected for use in #cpp11? Very, very yes.
Is it complete? No. But it is functional enough.
Am I pleased with it? Also very yes!
Will I use it in #ProjectSpecialK? I dunno, maybe. We'll see.
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Did I just hand-write an implementation of #cpp23 std::expected for use in #cpp11? Very, very yes.
Is it complete? No. But it is functional enough.
Am I pleased with it? Also very yes!
Will I use it in #ProjectSpecialK? I dunno, maybe. We'll see.
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Did I just hand-write an implementation of #cpp23 std::expected for use in #cpp11? Very, very yes.
Is it complete? No. But it is functional enough.
Am I pleased with it? Also very yes!
Will I use it in #ProjectSpecialK? I dunno, maybe. We'll see.
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It turns out I *can* in fact brain hard enough!
Considering I started this task at 10:48 and finished around six after midnight, I'm starting to smell a pattern here. Something something best work at night?
I took screenshots of the process too in case anyone's interested.
#ProjectSpecialK #programming #cplusplus #VisualStudio2015 #opengl #glfw #optimization #renderdoc
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It turns out I *can* in fact brain hard enough!
Considering I started this task at 10:48 and finished around six after midnight, I'm starting to smell a pattern here. Something something best work at night?
I took screenshots of the process too in case anyone's interested.
#ProjectSpecialK #programming #cplusplus #VisualStudio2015 #opengl #glfw #optimization #renderdoc
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It turns out I *can* in fact brain hard enough!
Considering I started this task at 10:48 and finished around six after midnight, I'm starting to smell a pattern here. Something something best work at night?
I took screenshots of the process too in case anyone's interested.
#ProjectSpecialK #programming #cplusplus #VisualStudio2015 #opengl #glfw #optimization #renderdoc
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It turns out I *can* in fact brain hard enough!
Considering I started this task at 10:48 and finished around six after midnight, I'm starting to smell a pattern here. Something something best work at night?
I took screenshots of the process too in case anyone's interested.
#ProjectSpecialK #programming #cplusplus #VisualStudio2015 #opengl #glfw #optimization #renderdoc
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It turns out I *can* in fact brain hard enough!
Considering I started this task at 10:48 and finished around six after midnight, I'm starting to smell a pattern here. Something something best work at night?
I took screenshots of the process too in case anyone's interested.
#ProjectSpecialK #programming #cplusplus #VisualStudio2015 #opengl #glfw #optimization #renderdoc
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My ass is not finishing any of these game projects, is it?
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My ass is not finishing any of these game projects, is it?
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My ass is not finishing any of these game projects, is it?
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My ass is not finishing any of these game projects, is it?
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oh yeeeeaaaah~