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Calamity engine devlog 2
i’m back with another fire devlog
Physics changes
I made a lot of changes to the Physics service, including adding the SegmentShape, Raycasts and overall tidying up the service by creating the PhysicsBody class. Every physics body (Rigidbody, Staticbody) inherits this class.
Also, every physics body now has a signal for when the mouse enters and leaves the shape! This allows the creation of ui elements (i.e. look at the button example)!
Windows is supported again
You can build the game on Windows either using mingw64 or MSVC! There are a couple of issues though…
Windows support isn’t necessarily a top priority for me right now, but I will be working on it and hopefully getting it ready for when I create the next release! (also there’s some edge cases regarding the calamity folder on MSVC and especially on mingw64 where you have to manually copy over the dll of every vendored library)
Example changes
I’m working on tidying up all the example code and adding console platform support to every example! (for example, the node-tree example didn’t have any console support). I also added two new examples - button and raycast. These demonstrate how to use the new additions to the Physics service!
Stuff that’s planned for the next minor release
I want to fix the GitHub workflow that runs every push, it compiles every example for emscripten and builds the website. But, for some reason, the examples don’t load properly when the runner pushes the website. It works properly when I do it manually and the workflow runs the exact same commands I do… It’s a pretty weird issue and it’s very hard to debug but I want to get it fixed for alpha 1.1.
New minor release
After I fix the runner and finish tidying up the examples, I will create a new alpha 1.1 release! I don’t know if I will ship the project yet, I don’t think I have enough hours and I kinda want a bigger payout xD
that’s it scooby gang. please like and subscribe and make sure to share this devlog to every family member in your vicinity! That also includes your grandmother.
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2a-kernel devlog 1
One day, I do plan on completing this project, however that day is not today
I hate android i hate android i hate android kernels i hate kernels
This project is a fork of NP2_Kernel by MiguVT. NP2 Kernel is a “toolchain” to compile any android kernel and apply several patches to it such as ReSukiSU (kernelsu) or susfs4ksu.
originally, i wanted to have a custom build of my kernel for the express purpose of hiding root to be able to use Revolut. However, I soon realised that Nothing couldn’t give less of a shit in regards to the Phone (2a) in specific.
It seems like every other kernel that they’ve open sourced contains some sort of vendor specific patches but not the 2a kernel! If you try and build it, it straight up just won’t build.
Me and my friends (that are smarter than me) have tried basically everything to get the kernel to compile. Including waiting >45mins every time we would build for LTO (link time optimizations) to finish on vmlinux.o (which also took up >30GB of ram/swap space).
The best part is, the errors would only happen AFTER LTO and if you tried to disable LTO you would get a totally different set of errors! How wonderful.
After trying basically everything i decided to give up and just patch my boot image instead, follow a random guide from XDA and now I suddenly have strong integrity again! Hooray! I guess there was no need for a custom kernel in the first place…
(btw, the 1.8 hours that i logged do not include compile times. If they would, it would probably be more like 10 hours :3)
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Calamity engine devlog 1
Because of a lot of internal changes (i.e. multi-window support), the node-tree example broke :(
Saving and loading sprites and textures was broken however i got it working again! Saving and loading any physics shape was also broken but now it’s also fixed!
(i still have to fix loading for animated sprites/animations which will also be a pain in the bum bum but it is what it is…)
Changes that occurred between Flavortown and Stardance
- Added multi-window support
- Started working on 3DS support (wasn’t able to finish in time unfortunately)
- Added collision detection signals to every physics body
- Added mouse hover detection signals to every physics body
- Made an example project of a button
- Added tracy support
- Added some QOL functions, such as
lookAt() on Transforms
- “Fixed” github runner that compiles the website (it’s still broken 😭)
Goals with development
Primarily, I want to ship a more definitive version of Calamity Engine. I want to expand to more platforms, add networking, improve audio, add a ui library among other smaller things.
Instead of one big release (alpha 1.0), i will probably be splitting ships across smaller releases (i.e. i want to release an alpha 1.1 version when i’m done with some smaller fixes and physics additions).
When all of my goals are achieved with Calamity Engine, I want to work on a separate project that uses Calamity Engine - a cross-platform Navidrome client! I’ve always wanted to use my PSP as a music player but because I can’t be bothered to keep updating my playlist/redownloading music, I never got around to it…
I also want to remake simulator canalizare 2019 in Calamity Engine and ship it to whatever platforms my engine will eventually support (technically, PS2 support is possible! Cross platform support really depends on how good the homebrew SDK’s are though. For each and every platform I want to get Calamity working on, I basically have to port spdlog, cereal, fmt and box2d myself unless i get really lucky and there are already maintained packages for all of those like on the PSP.)
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calamity engine will resume development on stardance