Hmm. Tickable is a handful. Maybe I should rename it to (Bk)Node or sumth...
#BeckettEngine #ProjectSpecialK #nonsense
Latest posts tagged with #ProjectSpecialK on Bluesky
Hmm. Tickable is a handful. Maybe I should rename it to (Bk)Node or sumth...
#BeckettEngine #ProjectSpecialK #nonsense
A close up of an Animal Crossing New Horizons screenshot showing jagged edges.
MSAA is basically free in a "difficulty to implement" sense if you don't use FBOs 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.
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!
Isabelle Animalcrossing standing barefoot in the snow in her exercise outfit.
Special NPCs can now bring a "spawn.lua" file to help set up state. For now, that just means picking outfits.
pickSNPCOutfit(me, "snpc:outfit:szaexercises")
Outfits may also be given by number. Isabelle could use this to switch between her summer and winter outfits.
#projectspecialk
The train cabin meant for Project Special K. The UVs on the walls are a bit wonky, somehow, but there's a notable appearance to the right.
Hello who's this? Who's that sitting between the Beckett Engine and Quest 64 posters?
#ProjectSpecialK #BeckettEngine
Isabelle Animalcrossing standing barefoot in the snow, in her summer outfit.
One more step...
#projectspecialk
1. Animation
2. Shadowmaps
3. Special villagers' outfits
Decisions decisions.
#ProjectSpecialK #BeckettEngine
Tulin, from the Legend of Zelda Tears of the Kingdom, as seen in Animal Crossing New Horizons 3.0, but in Project Special K.
#ProjectSpecialK
(The pose is custom-made on the spot with built-in dev tools. There is still no actual animation support.)
youtu.be/zArKiRwBauA
I love how the freaking text field doesn't wrap but the dialogue box does.
#ProjectSpecialK
... 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.
Me after spending a good amount of time fixing assorted weird sound shit in #ProjectSpecialK
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.
#ProjectSpecialK #Blender #mockup
Should I work on shadow mapping first? Should I work on armature animation first?
Trick question, I'm too afraid to do either.
#BeckettEngine #ProjectSpecialK
Screenshot of Blasto on the Playstation 1. The main character, a top-heavy super dude named Captain Blasto approaches a babe he can rescue. She's standing with her back to the camera so you can't see her top. Most importantly, Blasto casts a more impressive shadow than the babe, who merely casts a blurry circle.
Screenshot of the Render96 PC port of Super Mario 64 with all the bells and whistles enabled. Mario stands on the railing of the bridge to Princess Peach's castle, overlooking the nearby lake. The lighting and shading is almost flawless and Mario is straight out of the promo and manual art. The lake in the background suddenly cuts off into the skybox, which has more lake that looks nothing like the actual one. The trees are still cardboard cutouts.
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 don't even know, man.
#BeckettEngine #ProjectSpecialK
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.
#opengl
There. I still want to rework the options menu in #ProjectSpecialK so I won't add it as a slider until then, but the deadzone is now user-facing as a console variable.
Three diner sofas next to each other. One red, one minty green, and one black.
New feature unlocked. #ProjectSpecialK
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.
#BeckettEngine #ProjectSpecialK
What is a shadow map if not a depth map from the light's point of view instead of the camera's?
No, I shouldn't get too confident...
#ProjectSpecialK
A screenshot that, by its nature, does nothing to show what the post is about.
#ProjectSpecialK has a depth prepass now. Six or so hours of research by my guesstimate, little over an hour of actual implementation work.
Audie Animalcrossing but more fox-coded than she already was, with a shorter snout and tufts, and Redd's tail.
Audie is looking a little more... fox-coded than usual. Can't quite put my finger on why.
#ProjectSpecialK
For comparison, #ProjectSpecialK yields a 10 MB debug build, and 1.95 MB release build.
I should work on that drop-shadowed text label thing tomorrow. Oomfies, give me strength.
#gamedev #opengl #BeckettEngine #ProjectSpecialK
A mostly empty dark blue field. There's text in the top left reading "Hello, Beckett Engine!", and a tiny Succubus Farmer stands next to a mouse cursor.
Now on my GitHub, if any of you are interested. It's what powers #ProjectSpecialK.
VS2015 only, but if anyone can make it work on later versions or clang or whatever, please do not hesitate to drop a PR.
#programming #engine #release
A nighttime scene in Project Special K, showing the player, Ankha, and Audie standing around. Ankha says "why couldn't Kawa wait for daytime to take this screenshot?"
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.
Great, now I'm wondering if "NameableThing" and "Tickable" are adequately good class names
#ProjectSpecialK #programming
I have this foreboding feeling that the concept I have in mind on how to implement animation in #ProjectSpecialK is actually way off the mark and very likely to fail. Possibly horribly.
I actually feel like that about a lot if not most aspects yet to be implemented, to be honest...