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indcader

@indcader

Joined June 1st, 2026

  • 15Devlogs
  • 2Projects
  • 1Ships
  • 15Votes
I'm a programmer who knows python. I used to make scratch projects.
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1h 30m 56s logged

I added trails to the game! They follow every body and last for awhile. I also added some polish to the typing system and did some bug fixing. The image below shows how cool trails make basic interactions between bodies look!

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1h 48m 38s logged

First devlog after ship! Thank you guys for bringing in feedback about the game! I’m sorry that it took a month for me to actually fix and ship the project. I was traveling and dealing with some things. ANYWAYS! I’ve read the feedback and one of the main, reoccurring complaints was trouble with the controls. So, I decided to work on making the simulation easier to use before implementing new things. One thing I changed was the way that the user changes the mass and time variables. Throughout the project I’ve had trouble figuring out how the user should be able to modify them. By the time I shipped, the solution wasn’t clear and a bit weird (scrolling on the text). So I made it so that when the user clicks on the text, they can type in whatever they want and confirm by pressing enter. This way, users don’t have to spend forever scrolling to a desired value, that value is more precise, and it isolates the scrolling controls for zooming only. I hope to add more improvements like this before optimizing the simulation and adding things like trails to the bodies.

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48m 37s logged

I added the ability to walk sideways and added some essential features like not being able to walk off the map. I also cleaned up the code. I wanted to put the image below just to show the repercussions of not using DDA in a raycaster. It looks all jagged because my rays are moving at fixed intervals instead of moving from grid space to grid space. This causes the ray to detect walls irregularly. To fix this, you would need your ray steps to be incredibly small (very laggy) or implement DDA. The next devlog should be me implementing it hopefully!

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47m 12s logged

I’m making a raycaster and so far I’ve got the essentials down. I added a editable map, a raycaster, and basic collision. I have not implemented the DDA algorithm yet because I don’t totally understand it but once I do I will implement it. Will also add a bigger map; textured walls, ceilings, and floors; npcs; objects; and other cool things. Right now I decided to make it look like the Backrooms for fun. I’m thinking this game could take place in a city.

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Ship

I made an N-body sim in which people can mess around with planetary bodies in an infinite area.

Everything uses Euler’s approximation to simulate each body and the simulation allows users to add, delete, and manipulate bodies as they move around.

The simulation supports up to 100-200 bodies due to it being O(n^2) and it also has cool features like zooming, variable time-steps, and a moveable player.

Hope you guys can have fun with this and burn some time messing around with it! :D

  • 11 devlogs
  • 25h
  • 13.60x multiplier
  • 335 Stardust
Try project → See source code →
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4h 39m 42s logged

I added a layer of polish to the game. Also got rid of the sliders! They’re too finicky and ugly and take up too much code. I also added a bunch of hotkeys to make the user’s life a bit better. Next thing I post should be the ship!!!!

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4h 58m 15s logged

I added a bunch of new things as well as restructuring the code a bit. I added the ability to manipulate time mainly. I also separated the code a bit so all the physics logic is in its separate file. Hope to ship soon!!!!!!!

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1h 23m 5s logged

I made the bodies colorful! I also added a slider for the mass so the scroll wheel is just for zoom.

Also going to clean up the code soon (I keep procrastinating lol) and this might be the version where I ship et!

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4h 37m 24s logged

Sorry I haven’t posted in awhile, but I got a BIGGIE UPDATEEEEEEEEE

I added the ability to move around the world and zoom in and out of the play area. No more do you have to witness your beautiful 2 body system go off screen into oblivion! Now, you can follow it to the ends of the universe!!!!!!

After this, I plan to clean up the code a bit and change the controls since now the scroll wheel is mixed up with the zooming. I plan to keep adding things to the game until its fun

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2h 13m 46s logged

BIGGE UPDATE ALERT

I added a bunch of buttons on screen that can now be used to place and delete bodies. I also made a bunch of underlying changes so I could do this!

The next thing to add is wasd controls for a player that can move around and follow bodies as they follow their trajectories. After that I may or may not add a rocket to the game. who knows!

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2h 7m 19s logged

I fixed a few bugs including one where the masses were added twice in collisions. I also tweaked the colors and added a mass counter so that the user
can see the exact mass before placing a body.

After doing this, I plan to fix any more bugs and clean up the code. Then I will implement a camera that can follow the bodies and a small ship the player can spawn. After that I (might!) be good night for this project

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46m 30s logged

I finally figured out Github (yayayay!!!) and now my workflow is (hopefully) gud. I also added the proper formula for momentum when a body gets hit. Will need to clean up the code though.

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41m 25s logged

I changed the color of the planets (cyan is kinda getting tired) and I made it so that the planets can gobble each other up

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