Trying to shoehorn a project idea into experiment to get myself back into hobby programming and solving some specific problems, like camera.
The art is totally made of placeholders while I'm trying to figure where I'm going with it. Same for the physics, there are some code to clean here and there.
(Inspired by *that* platformer camera article : https://www.gamedeveloper.com/design/scroll-back-the-theory-and-practice-of-cameras-in-side-scrollers, I'm working from memory here)
@welshpixie Good evening! I did a shroom like I had in mind (at least the closest I could with my free time today), after you gave me the idea to. I hope you don't mind a 3D render instead.
Here, that was an experiment to see the math involved in the Vertigo Effect, which consisted as zooming in a specific speed matching the panning you'd to keep your subject in the same size and position in your camera, but the world around them would dramatically shift in position.
Don't mind too much the rest of the scene, that's the rest of remnants of a failed OpenGL engine.
At one point, while experimenting with Bevy, I wanted to see if I could eventually redo a circuit editor I did years ago hoping that'd turn into a Wipeout-ish game.
Guess how both iteration went. Anyway, here's a capture of how the v2 looked like. The biarc was fully ported and worked out pretty well.
I think the bit this version lacked the most in terms of UI was widgets. I should have checked out how to make 2D widgets and how to properly interact with them. Oh well.
Oh by the way, to have a global idea of how the sausage was made, I got the idea of making a SRB2K track to see how hard it was to do some stuff like getting proper curves, optimizing the rendering or just having a "fun" track.
I forgot how barren it was because I kinda gave up when I couldn't figure how I'd decorate it to make it prettier. The lighthouse, a building rather costly visplane-wise, was probably my favorite part.
light horror, eye contact
Probably the closest I ever went to the "horror"/nightmarish genre. #Pico8 again
After people figured how to make textured quad with #Pico8's then new tline command, I quickly had this idea.
Stylized body part
N°102. Eyes Iris
"Keep an eye on your destiny."
My entry for My Famicase Exhibition 2022 at METEOR Club in Tokyo, Japan
The only Rotating Poultry™'s active account.
Gameing Engineing Developer and unfocused misc. programmer.