DuskEngine can now use spritesheets & cycle through them. My first use case is for animated light halos (7 frames running at 10 fps here), which used to be done via scripting (changing the scale of the transform), but now all that overhead has been removed #gamedev #indiedev #enginedev #duskengine
New #DuskEngine devlog posted, this one's richer than usual in implementation details: duskworks.net/blog/duskeng... #gamedev #indiedev #enginedev
Image of an electric guitar in the shape of a les paul siting on a stage.
I wanted to practice modeling some props in #blender so the past few days I've added some extra stuff to the existing concert stage. Here's a guitar and a stand I just made for it, in #DuskEngine.
New devlog for DuskEngine posted! Not a long one, as the past two months have been pretty slow. duskworks.net/blog/duskeng... #gamedev #indiedev #enginedev #duskengine
Working on some modular building tools to build levels faster #gamedev #indiedev #DuskEngine
Fun feature I've added to #DuskEngine, if there's a bunch of assets that need re-importing when the editor starts, instead of a black screen there's now a nice dialog showing the progress #gamedev #enginedev #indiedev
Testing out Detour Crowd for pathfinding and steering behavior with a creepy gang of Rina clones. Full video here: youtu.be/CYDEeE_ErMs?... #gamedev #enginedev #duskengine
I've spent today extending the vegetation system in #DuskEngine to support stuff fancier than the existing grass and simple flowers. Here's some cattail! #gamedev #indiedev #solodev #enginedev
Navmesh pathfinding happening for the first time in #DuskEngine, Rina is following Isabella around. It's using Recast under the hood.
#indiedev #enginedev #solodev
I've posted a new devlog entry, in which I talk about some new physics features in #DuskEngine duskworks.net/blog/duskeng...
#gamedev #indiedev #solodev #enginedev
I've started a website and a devlog for #DuskEngine, you can check out the first entry here duskworks.net/blog/duskeng... with more to come in the near future #gamedev #indiedev #enginedev
I haven't heard of #DuskEngine. Is it a custom engine that you created?
I've added the ability to play music to #DuskEngine, and I also made a little music player app for the in-game phone to test it out. Bonus night mood at the end. All of the music was made by opengameart.org/users/joth #gamedev #indiedev #solodev #enginedev
A cool #DuskEngine feature I've been working on is supporting custom editor windows written in Lua. Editor scripts are placed in folders called "Editor", so they can also be shared between projects like assets. The commented code for this demo window is here pastebin.com/XrGPwtXA #gamedev #enginedev
Long time no post; dev on #DuskEngine slowed a bit these past two months, but some code still got written. Here's a new feature, the ability to specify a time scale for FixedUpdate in scripts. Slow-mo, speed-up and pause are now possible #gamedev #indiedev #enginedev
I've added waypoint networks to #DuskEngine, with navmeshes soon to follow. In the meantime, Rina makes full use of the new feature to enter her home and do some more stuff in it — NPC routines go hand in hand with waypoint networks #gamedev #indiedev #enginedev
Some cool new features have been added to #DuskEngine UI - most important being that scripts can now create as many separate UI instances as they want and have them be rendered to textures. Which means interactive in-game mobile phones #gamedev #enginedev #indiedev
I've added new features to #DuskEngine UI system these past days, most important being that it's now possible to add opacity and scale modifiers to entire branches i.e. have elements fade in and out and animate their scale in scripts #gamedev #enginedev #indiedev
The shadow situation in #DuskEngine is slowly improving, here is what the newly added CSM looks like so far #gamedev #enginedev #indiedev