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mdylantk

@mdylantk

Photography | Dev | Gamer (A silly cat from 1991) I do a bit of everything as long as I have the will and resources to do so.

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19.10.2024
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Latest posts by mdylantk @mdylantk

just to get use to it (as long as they are used often enough to be reserved). In the godot project, my loops (processes) are light also ref counted i think may have less overhead than gc as long as it is not abused. Meow yeah more random nonsence.

05.03.2026 14:43 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Mew I do admit my worry about creating temp objects in a (game/app main) loop may be silly since I started cracking down on it when the memory usage of a simple web project was hittin 500mb after being open for a while. I mean now it ~10mb min and ~130mb max. Though now I may try reusing objects

05.03.2026 14:43 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

storing dynamic mesh vectors or something. It one of the scope issue that if I worry about it now, I will be overengineering everything over and over until I get to the point where it may be useful. (also maybe packarrays would be good for storing stuff on disk if save size becomes an issue)

04.03.2026 16:41 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

be modified. Like to store a lot of data loaded from disk to pull from as needed. The current project dose not need a lot of info loaded up yet and that currently not even a performance nor memory bottleneck so I did not really care. I still don't and feel it be more useful for rpg databases or

04.03.2026 16:41 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Mew truth is I do not use packed types in Godot(yet) since I was not sure when it is needed nor do I know what are they exactly (well I assume they are stored more compacted like as their types instead of variants). It was something I reserved for cases where I have a lot of something that would not

04.03.2026 16:41 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

to reuse logic and compress space). Meow is just a lazy can and may not work on such a thing any time soon.

04.03.2026 16:26 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

points crossed by a line, but this generates an array of arrays(or vectors) and something that might be used in a loop. I could reuse it, but may be better to pass a single array of numbers. The only issue is the function would be more lines(maybe. I might be able to project a vector onto a segment

04.03.2026 16:26 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

some functions that takes optional parameters to help compress the math. Also I should allow the static functions to take an optional ref of the vector to use. This will not make them pure, but it seems js do not like creating a bunch of temp objects.
I ran into a math problem that get all grid

04.03.2026 16:26 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Meow when I ever mess with js again, I should expand on my vector so it can also act as a packed vector or something. Packed versions would take an id/index as well as an identifier, but store each vector(2,3,4) in one large array(kind of how image data from canvas is stored). I just need to design

04.03.2026 16:17 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Godot since it may be easy to make useful plugins and have some nice tools already, but there may be limits that may be faster to dev elsewhere for some projects goals.

19.02.2026 23:15 ๐Ÿ‘ 0 ๐Ÿ” 3 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

hardware base api). I have a canvas project in js, I tried out threejs, and well I know godot and unreal. I probably could pick up phaser as long as I can access parts via web and js, so I may keep that in mind of I want to do a dedicated somewhat complex 2d game for the web. I still rather focus on

19.02.2026 23:15 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Meow look like I am the point I could make a game in anything, though somethings may take a while to figure out (like close source api with poor documentation or hardware with similar issues). I still rather not depend on much, so I may only focus on a graphic and sound framework (and other

19.02.2026 23:15 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I may need a float that represent the priority of gravity vs jump plus a few variables for make gravity, gravity, and gravity direction instead of using a single vector for gravity. Then again maybe there a equation that could help. I do admit I been lazy with my acceleration code. Meow.

17.02.2026 05:55 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Meow I was able to get a really bare bone platform level made and tested it. I even added triple jump so I can see how gravity is working and well it is kind of working meow. I was having trouble making gravity stronger without being too strong and then sometimes it felt like it did not changed.

17.02.2026 05:55 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

globals after apply modifiers or overriding them if an override is enable. Meow worry about that another day meow.

16.02.2026 05:52 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Mew spent too much time solving a problem, but I think I added the necessary stuff for platformer logic also knockback. I just need to decided if the world state should have gravity section for the levels to modify or if the levels should modify the globals. I may have the world state use the

16.02.2026 05:52 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

the type to that object and pass it in the character base afterwards. I do admit that I might use bitflags for on_floor, on_ceiling,on_wall so I could use math against it (i have not read the code, just guessing).

Meow thinks too much.

16.02.2026 02:49 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

objects could have been split up more or share states with similar bases. I mean I could recreate the functions or copy the data to a new state(every frame(yuck)), but I rather do the dirty and reserve the better where when ever I feel like extending Godot. In theory I would only need to change

16.02.2026 02:49 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Meow I was passing the last collision data, but it seem I would need to run more checks on it to get information that is easily available in the character body 2d so I did the dirty and pass the CharacterBody2d as a temp function parameter. One thing that is annoying about godot is that some

16.02.2026 02:49 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

collisions as last collisions or decide how to handle a post move calculator. I think a 3d project I was having trouble with that, but that project had the world move around the player so it might be an edge case meow.

15.02.2026 21:12 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

already forced to be a copy of what is slotted since it hold instance info like base speed and sprint modifier. Meow thinks too much. Other project made me question the approach of a modular controller of this project, but so far it seems fine, but need more test cases. Also I may need to handle

15.02.2026 21:12 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Meow I think I would need to play around and think of better naming for the movement component though. Currently it is a velocity calculator, but could have calculations for other forces as long as the character handles them. I wonder if I should have it hold stateful info that may be lacking. It is

15.02.2026 21:12 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Mew may try to make a character for platforming(when i have the energy) since I might play around with sidescrolling levels for certain puzzle/navigation map. The character controllers should be able to handle it and it would help fine tune the componets. Meow yeah random.

15.02.2026 00:18 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

So the data used when setting the pawn state will be dependent on this enum. New game may use a exit data or the level default, load game will load the last save pawn data from the last saved level, and exit will use the pawn exit data. I may add more, but I think these three cover most the cases.

13.02.2026 21:54 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Mew I decided to work on the exit data and now more on the world state, the call order, and info needed for a transfer. I Notice that I have at least three type of transfer (default, from a load, or from a exit action). I could repurpose the exit data to handle all cases, but find that a bit silly.

13.02.2026 21:54 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

likely the reason, but that stuff dose not seem supported on apple or something. Also music is being dynamically loaded so the project git did not need to depend on it. This may be another reason it broke and I kind of want to worry about it some other time since music is minor for this project.

13.02.2026 05:52 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

big for github pages, and I did not want to publish the prototype on itch or newgrounds (I want to wait until it ready to be push to the main branch which also mean some more content is needed). Good thing is that it seems to work, except music for the web build. Eh not using the thread option most

13.02.2026 05:52 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Meow I tried to build the project again to test things. I notice the resources was being treated as binary and not text which load() did not support or something. I disable that and it fix it. The next issue is that I lack a https vaild server to test the web version on my phone, the pak file is too

13.02.2026 05:52 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I think the world state will handle that or provide the active level state/events to work with. So the hard part is managing them and deciding what events or logic get called when culling (if needed). Meow feels lazy, but did nothing today mew.

12.02.2026 03:38 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

about that if I decided to support it. I feel I may have to manually handle it, but that should not mess with the flow except if I need to cancel it while in focus or something.

So I guess the next stuff is cleaning up the world gen and well share level logic like handling spawning things and such.

12.02.2026 03:38 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0