| Veridian Expanse | https://store.steampowered.com/app/2137670/Veridian_Expanse/ |
| Homepage | https://slembcke.net |
| GitHub | https://github.com/slembcke |
| Veridian Expanse | https://store.steampowered.com/app/2137670/Veridian_Expanse/ |
| Homepage | https://slembcke.net |
| GitHub | https://github.com/slembcke |
I worked on SLORTH, my 6502 Forth-like, after a long hiatus. Added some new debugger features basically straight out of the Apple II Monitor. It can now disassemble, dump memory, step instructions, view the SLORTH or 6502 stack, execute code, etc. It's even all colored and syntax highlighted! Not bad for 1.8 kB. :)
Forth is indeed the ideal language to write a Forth in. >_<
Latest ad popup in Discord. Something about earning points by watching an ad about AI in Microsoft Edge or something?
What a dumb platform. Ugh. I dunno when peak "chat" was, but I wish I could convince people to go back.
Whaaaaaat? Apparently a bunch of Unity LTS versions are now locked to the Industry/Enterprise versions: https://unity.com/releases/editor/archive
The Industry license Unity forced us onto last year (a different story) finally expired, but apparently we were building our game against a LTS version that was only available to us via that license.
Now we either have to figure out how to downgrade (not officially supported), or upgrade to a *way* newer version and fix all the resulting bugs. -_-
It’s amazing how a wobbly 21 year old cat can pin me so easily. I had to work from bed on my laptop for an hour this morning because he jumped up on the bed and laid on my shoulder. I couldn’t move! Every time I tried, he flexed his claws into my arm and pushed his head against me more and purred. It was just awful. 😢
My toy software rendering now with more textures, fog, and dithering. Making a polygon based map editor has proven to be more difficult than my "toy" ambitions are driving. Gotta do graph algorithms... blegh.
Enough playing for now, back to some real work!
Hmm. So I was playing with my toy software renderer and was going to do the trick where you update the perspective reciprocal every few pixels.
It looks terrible everywhere except right near the UV origin. I suppose I'm still supposed to increment the reciprocal based on the derivative or something?
(me attempts to math more)