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#ecs

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{Wissen für die Praxis
Profitieren Sie von der Kompetenz unserer erfahrenen Referenten für #Medizinalcannabis und #cannabinoidbasierteTherapien. ...} dzmc.de/

"Wir unterstützen Sie mit ganzheitlicher Beratung und wissenschaftlich fundierter Fortbildung." - Hört sich interessant an 😎 🙏 👯 #Medizin 👯 #Bayern #klimakatastrophe #Demokratie #FridaysForFuture #WEEDMoB #Hanfgeschichten #EndocannabinoidSystem #ECS

#Klimaschutz mit #Cannabis ist #Gesundheitsschutz in doppelter Hinsicht!

Hi :) für freunde des ehmals besten #pc #betriebssystems, #os2 #eCS
die neue version von #acn ist da.
endlich auch in #deutsch
was wäre aus der #IT welt geworden wenn das als massen system überlebt hätte oder #linux den ansatz des objetorientieren #desktop übernommen hätte, statt win$ nachzubauen.

arcanoae.com/arcaos-5-1-1-now-

Arca Noae · ArcaOS 5.1.1 now available - Arca NoaeArcaOS 5.1.1 now available ArcaOS 5.1.1 is the only OS/2 distribution which installs on truly modern hardware - now in four languages.

Began developing the new UI flow for the enki playable proof-of-concept today.

Upcoming Requirements:

Erebus (enki's backend) will be written in Go 🦦

* client login/session management
* server slots
* list of available Eons

enki 🌊

* main menu: user name entry
* servers list: internal + remote

mpkombat3 demo 🥊

* lobby
* character select

Issues resolved today 🛠️

flecs doesn't like nested templates in components, had to find a workaround for my tweening system.

Today was all about input! Been having several issues caused by the KISS way I did it, as this is a fighting game I need a superior solution.

Started with design phase 🏗️ came up with a couple of ideas, and picked the one I thought was most useful and expansive.

C++ limitations prevented the exact thing I wanted, but I got pretty close, and now I have a digital and analogue input action mapper that supports both keyboard and game controller that I'm pretty happy with 👾

Lots of progress over last few days. I have working rudimentary networked physics and collision detection, animation trees, and many supporting systems 🌐

The visible pace of progress is definitely much slower than in Pong due to the complexity of this demo 🥋 every time I thought I solved the last big design issue, another one jumps at me 🦘

No dev for 2 days so I'm behind my deadline🤒 but I'm back now and got an animation system working, it's basic but should be enough for MPKombat. It's made of three interacting networked components/entities:

* AnimSpr: carries common sprite properties 👾
* Anim: carries animation frames/timings/transitions 💫
* AnimPlayer: runs animations/updates everything 🤸‍♂️

I'm glad I picked kombat as the demo, it's exposing gaps in current code that are vital for the next milestone 👻

Second demo complete! 🎉 MPPong2 was used to develop a working preliminary net ECS that's usable but not production ready.

Next demo's challenges:

1. better replication with support for components removal 🧲
2. better net events mechanism without manual lifetime management of events 🍄
3. basic file replication to transfer textures/sounds to clients upon joining a world 🏬
4. simple backend to author available worlds and start servers 🌐

Starting over 3 🚀