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Tinker Tuesday for October 8, 2024

This thread is for anyone working on personal projects to share their progress, and hold themselves somewhat accountable to a group of peers.

Post your project, your progress from last week, and what you hope to accomplish this week.

If you want to be pinged with a reminder asking about your project, let me know, and I'll harass you each week until you cancel the service.

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Last week it was my time turn to get knocked out by the flu, so I didn't get anything done. This week, I have some major work-related activities, that will likely get in the way of any hobby stuff. Hopefully things will calm down during the weekend.

@Southkraut, how are you doing? Didn't try it out yet, but there does indeed seem to be some buzz around Redot.

Thanks for asking. I ended up picking up the Stride engine after all, went through some tutorials and example projects. Overall it seems more promising than I thought; the pitch of it is pretty much exactly what I want, minus double-precision coordinates. It's very Unity-like, but without the bloat and shoddy performance. That said, it is noticeably slower to launch than Godot. And like Godot, it lacks the ability to inspect a scene a game-runtime; Game and Editor are completely separate. Again, game crashes don't take down the editor, which is good, but the lack of 3D debugging capability is painful.

Didn't get any code work done, but I did sit down for some more concept work with the tangible result that I now think I should focus on my agent framework before anything else. I.e., get actors and their variegated scripting set up rather than to focus on inert things like cosmology, terrain or mechanical physics. Luckily I do have some code for this lying around in both my Unity and my Godot projects, so I can take over most of the structure without needing to reinvent that wheel a third time.

I have been telling myself for some time now that I should do a stricter MVC-esque separation between my backend and whichever interfacing I do with the engine I use, and I suppose yet another engine switch serves to remotivate this commitment. I watered it down last time to get things done faster, but I'm also grateful for all the places in which I stuck to the principle where I can now simply re-use existing code without needing to tear out everything Godot-specific in it.