Bitty Engine v1.7 is now live. With a new DocumentViewer module for viewing markdown (.md) documents, copying code snippets from context menu of assets, and other improvements.
#BittyEngine#GameEngine#gamedev#indiedev#GameEngineDev
エンジン部分を全体的に作り直した関係で、ゲーム実行部分が動かなくなってました。
で、2日かかったけど直せたので、とりあえずスプライト、マップ、サウンドを編集しながらゲームの動作確認をするデモ動画を作ってみました。
My custom 2D game engine: Sprite, map, and sound editing/testing demo.
#gamedev#gameenginedev
Improving my motion retargeter. Now it correctly handles neck/forefoot rotation and limb orientation. Also places retargeted limbs more accurately now, so way fewer temporal glitches. If only the feet remain grounded... #IndieGameDev#GameAnimation#3danimations#gameenginedev
Testing my auto control rig retargeting setup with a much more demanding dancing motion from Geno Motorica. I think it's holding up pretty well. Time to move on to the next goal: train an autoencoder for poses. #IndieGameDev#GameAnimation#gamedev#3danimations#gameenginedev
Can somebody help me understand what these Reddit comments don't understand? Why did 2 seperate people tell me I needed a garbage collector when the underlying code is Rust? Why does the fact that you have to compile the rust code (in 2-3 seconds) make the performance benefit at runtime (that the end user experiences) not worth it?
I know my transpiler architecture is unconventional and you can choose to I suppose think it's a bad idea, but I don't see where the confusion is about needing a GC or rewriting a C# runtime?
#buildinpublic#indiedev#gamedev#gameengine#gameenginedev#opensource#foss