AI and stuff.
The learning algorithm is not perfect but it gets the job done. It uses five rays and its own velocity as input and outputs some steering and throttle value.
This thing wasn’t as hard as I expected and not complicated at all.
I also removed the rays since that was impacting performance a lot D:
The program is still kind of slow tho, I’ll have to fix that.
I have now changed the code a bit so that I can easily add multiple cars. The checkpoint system has also been changed so they are evenly spaced.
The car now measures the distance of five different rays coming out of it. This will be used later (maybe)
You can see the blue lines, they’re the rays
Since Stardance got extended and I need something to work on I’m doing this now.
Right now it’s just a turquoise rectangle that can be driven on the screen. There’s also a track that you can drive on.
I’m not sure what I should do in the future, something like training a program to drive on a track would be cool. Still a long way to go though.
I added some bushes in the background of two minigames. I also adjusted the lighting a bit.
I changed the particles a bit. Some of them should be more noticable now.
You can now find settings inside the pause menu.
I found out the volume that was being changed with the slider in the game settings wasn’t working probably, so I fixed that.
I changed the timers on some minigames so the game is a bit more balanced.
There is now a sound when you click menu buttons because why not 
The timer wasn’t visible in one or two minigames, so that’s fixed too.
I also updated the README a bit in preperation for shipping.
I added a pause menu. You can choose to return to the main menu now. Thanks to whoever gave me this idea.
I added a few particles to some levels.
I changed it a bit and also added some lanterns
Controls for the next minigame are now visible during the intermission. Also added arrow keys and stuff back into the controls.
I added ambient sound to all levels (I think)
I added some things to the case. I don’t know if it looks good but it looks like that now.
I added a bunch of SVG’s to the silkscreen. Forgot a picture.
That should be all, I should be able to submit now, once I organize the repo a bit and write a README.
Anyway, yeah, this is it. In all its glory. It took quite a lot of time to write the firmware but I finally got one I’m happy with.
It just displays the current layer. Also a small box that bounces around.
The first LED indicates the layer. The rest of them play a wave animation every time a key is pressed.
The knob was quite annoying to print because of tolerances and stuff but after 4 attempts it works now. Fusion360 was really laggy while designing the knob for some reason.
I also finally figured out why the plate wasn’t working, I fixed that now. Took me ages.
Turns out soldering wasn’t that difficult. I made plenty of mistakes but it worked in the end.



(Wow a 10th devlog already)
I found a shader for god rays online and decided to put them in my scenes. Very pretty things they are
I found out that normal maps exist. I proceeded to add a normal map to almost every texture in the game. It isn’t a huge difference but it’s there and that’s cool.
