"Lerps make everything a bit more juicy" episode 512:
Now you're thinking with portals
Yay, I'm done with the first part of making this GUI library! Got sprite rendering, text rendering, input handling. Next is... More element types and layout.
That's going to be the hard part, I feel like.
I'm stumped. Anyone with experience in #rust, specifically #rusttype, any ideas? I'm using gpu_cache, and it seems to *sometimes* work. I just can't seem to find anything that would cause this kind of behavior. I'm 99% sure the problem is related to rusttype, as the artifacts are definitely in the glyph cache texture.
Amazing text rendering, and on the first try! After such a spectacular performance in the morning hours, I think I'll go and have a well earned rest now.
Having this bizarre bug with OpenGL. I update the projection matrix every time I resize, and redraw the screen with the up-to-date matrix. Especially weird is that the bug doesn't happen when resizing horizontally
A virtual cat chasing a virtual mouse.
How I gamedev: using that gif (to which this is a reply) as inspiration and coming up with this, after many tries and lowered standards:
Turns out the way cats walk is WILD.
Heck, I missed the ritual
Procjam progress, longish Show more
Finally, managed to settle on an idea: I'll write a sand castle generator for #procjam. Will be using the new Unity ECS framework, which has so far seemed way more natural to me than the MonoBehaviour way of writing Unity scripts. It should also be a lot more performant since I'm not dealing with game objects or other bloat. Made a prototype today, tomorrow I'll probably scrap half of it. Good night!