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6h 47m 39s logged

It’s been a while, I kind of forgot to log in the middle

I reimplemented parts of the backend to support play testing and handling the state of the current game, keeping track of parts and bodies and scripts

Added physics engine (Rapier), requiring keeping track of colliders and physics bodies. Right now only convex meshes for performance meaning concave colliders might be a little broken for now so I plan to add something like VHACD or a more modern alternative to split up complicated meshes into smaller convex and simplified colliders.

Added Wasmoon (Lua interpreter) and CodeMirror 6 (code editor component) and some old language parser for Lua to be supported properly, this was also a challenge because Wasmoon just wants to run all the code in one go, so instead there has to be a coroutine setup where the code returns back out temporarily (with a custom wait function that utilized the coroutine function) where then my code ticks every frame to tick the code (while loop) again and also adds the delay if applicable

The renderer also needed a few tweaks to get this to work properly

Also something kind of weird was I couldn’t get the playTest state to update and propagate throughout the application (thats why the top bar button doesn’t work for now) and honestly I have no idea why and I spent a lot of time debugging it

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