Spent this week making a little Worms/Scorched Earth terrain demo. Tried making one of these with my first ever #pico8 project and ran into massive performance issues due to using pset.
This uses tline and a 2D array of vertical slices. Destroying the terrain earth shrinks a slice, or cuts/slices it into two. Perf is good, as terrain is destroyed, there are more slices, but less to draw! Second gif shows this in action.
Code/cart is here https://www.lexaloffle.com/bbs/?tid=140579
Slower weekend, so I had time to finish #godotengine 's 3D tutorial.
Kinda funky, there were some places which irked me, like repeated calls to function that returns a collider object instead of caching it, or get_node/$node calls in update. In Unity I always tried to ingrain good practices in my students from the day one. I think that the concepts are simple enough.
Anyways, it was a really fun little project. I've added some basic vfx on top and now - on to reading the entire manual!
There was some fighting with depression, but I crawled out of it and I'm back on my legs, learning some more #godotengine
I've finished the "Your first 2D game" tutorial from the manual and I feel like it was a really decent lesson, teaching me a lot of stuff I wouldn't think to ask about, coming from different engines. Definitely some surprises in there, but enjoyable ones mostly.
I heckin' love integrated Signals!
Can't wait to try out 3D, but now it's time to go to sleep. Nighty night!
Learning the Godot continues, now doing samples from the library. Physics is really jittery. Even after couple minutes of bounce at 0.5, balls don't want to settle down. I'd assume they'd lose their momentum really fast and go idle, but no such luck.