username_1

joined 1 month ago
[–] username_1@discuss.tchncs.de 1 points 16 hours ago

S.Jobs: that'll be $699.99. Think different!

[–] username_1@discuss.tchncs.de 10 points 16 hours ago

Try to run any 3d modelling software and create something trivial, like a textured cube. Measure the size.

[–] username_1@discuss.tchncs.de 5 points 17 hours ago

Rockford: Cheeeeeese!

[–] username_1@discuss.tchncs.de 6 points 17 hours ago

Leave PCs out of this console nonsense. On PC you can write whatever you want to whatever media you want by yourself, without kissing some Nintendo-Sony ass.

[–] username_1@discuss.tchncs.de 1 points 21 hours ago

So you bring us a video of 1 string of code? And these very same people dare to call LLM energetically ineffective! :)

Did he get that "cat" from the same dealer who sells shitty grade copper?

[–] username_1@discuss.tchncs.de -3 points 1 day ago (6 children)

Why Nederland? Kyiv would be a more logical place.

Berries should be eaten when they're ripe. Not a month before.

[–] username_1@discuss.tchncs.de 34 points 2 days ago (3 children)

Regular training is dull but useful for improving whatever skill you're training.

 

https://www.youtube.com/watch?v=95DxRtmqSKo

  • AI is fixed. It actually plays now.
  • Font issues are fixed (including Windows version)
  • In-game log window
  • Many small bugs are fixed
 

Font fallback mechanisms have more counterintuitive quirks than one might think. For example: I needed a few pictograms to mark land and sea access for some UI element. The obvious solution — using Unicode mountain and anchor glyphs — led to an interesting adventure. The font I use (DIN1451 for Latin), of course, lacked the needed glyphs. Not a problem, you might say: just add them to the font file and be done with it. Turns out it's not that straightforward. While the mountain "letter" (U+26F0) worked fine, the font engine stubbornly refused to use my anchor (U+2693) glyph. The eventual solution was to move both glyphs from their standard codepoints (26F0 and 2693) to the so-called Private Use Area (U+Exxx). After that, the font engine started using whatever the font actually has.

Still not sure whether this is a Godot quirk, a system font engine quirk, or a Unicode nuance.

 

This is a very important update. Version 0.0.6 now has everything a proper game should have. Yes, some modules are still in "stub" mode, but they already exist — and that matters.

Changelog:

  • Main menu.
  • Basic sound system (mostly used in the menu for now).
  • Complete refactoring of the graphical subsystem (with shaders!). Many glitches are gone and performance has improved tremendously.
  • Initial experiments with a save mechanism are done. No game state saving yet, but the Options menu already uses this mechanism.
  • Fonts look great on Linux. Windows version... has fonts. Better than nothing.
  • Basic experiments with music. The code is already in place, but the music isn't yet.

Next version will focus on AI—GUI interaction.

Downloads are here: https://rewinwar.itch.io/rewinwar

The game is written with Godot if anyone is curious.

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