@Kaplin867+Day 234 / 365
Today was exhausting. Not to long after waking up, I had to help my dad and brother build a grill cover outside for the grill. I mean it wasnt that difficult, but ive never been a fan of doing manual labor outdoors. After that i played for a bit, like not too long and i didnt really do much either, but then i went to go eat dinner, immediately followed by going to the movies! We saw spider man brand new day. Good movie, i approve! Though it was fairly long and i was pretty exhausted after. and it was late. so odds are im not going to do too much. Though over today, i did a bit of reflecting because summers basically over for me now. I start classes on monday, sooo... yeah. I do feel like i could have done this summer better, honestly. Like i could have made more games, made more memories, become a better person, etc. But eh, its all in the past now, isnt it? So I should go into this next school year thinking these ideals. Its honestly kinda funny though, this next week is going to be something. I have the start of school, brackeys game jam, that cobblemon minecraft server i mentioned many posts ago that is having its development repicked up, and also some hack club relating stuff. Never a dull moment for ol' kaplin. thats a lie there is very much dull moments.
๐๐ฝ๏ธโ๏ธ๐ฎ@pkncoder1----------------- Devlog XIX -----------------
\- ๐ฒ Textuers:female_fairy: - :female-technologist:*Shadoowwsss* ๐-
> To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation).
โจ What did I do? โ๏ธ
To recap on what I did:
- Got the program to launch to black screen
- I needed to inject the Asset Manager to a class
- Got objects loading correctly without shadows
- Got textures to load
- Started work on fixing the shadow map
Nothing too crazy has been changed, the texture issues were about some compatibility problems and not uploading to the same index.
The shadow values are uploaded to a 3d texture, where to calculate if an object is in sight or not, we commit triangles based on their position. The problem now is about the far plane, and hitting triangles that weren't in shadow.
I'm not sure what the problem is, but I'm going to do a bit more looking into it.
---
:miku:Thank You for Reading:3-blahaj-spinning:
I still have to fix the shadows issue (obviuosly) but then I can move onto formatting the data (putting it into buffers, creating wrappers, etc).!!
Stardance Devlog: stardance.hackclub.com/projects/15129/devlogs/43917
Github repo: github.com/pkncoder/Engine/tree/Phase-IV
Project landing page: pkncoder.github.io/Engine
---
โ What's next?:octagonal_sign:
1. Write the shadow cubemap geometry shader & ad it to the OpaquePass (temp main pass)
2. Make and debug UBOs replacing base uniforms
3. Refactor / clean
4. Create the real Render Graph?
---
๐ฅ Git Commits (shortened)๐ฟ
Commits: github.com/pkncoder/Engine/commits/Phase-IV
๐โ๏ธ@Kaplin867+Day 233 / 365
I got the main core battling stuff for Router Rebellion done, So next is to get the cool and unique card system to work, but I should probably make a proper status effect system before that, lol. and also figure out a good way to code it. The main thing is that these are cards and statuses that would have to insert themselves into the code in a good way, and id rather not loop through each one running some potentially-empty function to see if it changes a certain value. Doing that every single time anything happens seems really inefficient. Im a tad bit stumped on how to do it, because im used to just using like... normal classes that are a subclasses, which would involve having functions for everything like on turn end, on burn inflicted, on burn recover, etc. etc. just WAY too many things. Idk im probably going to pause development given that brackeys game jam starts in 31 hours as of writing this. I wanted to read more of my cool new book anyways, that way i could be more prepared for this jam since i have more time to analyze it using the lense things the book has.
๐ฎ@Kaplin867+Day 232 / 365
Didnt do any programming, mostly due to the fact i slept in and i was spending a lot of time reading this new book i got from the jame gam hack club event!! i really like it :) I also tried out a minecraft mod called "reigns of nether" which turns it into a RTS game which made it pretty fun. My friend won by a lot in our 1v1 but it was fun regardless.
๐ฎ@koalakoder0I also recently shipped ๐ข a stained glass procedural generator called Voronoi Glass w/ Python :python: for #C0BMPAY9NK0 (tryna grind)! It procedurally generates stained glass, but not just plain ones! It comes with:
โข Chromatic Aberration
โข Fractional Brownian Motion (frosted glass look)
โข Cell Vignette
โข Cell Borders
โข ... more coming soon (hopefully)
Check it out @ github.com/koala-koder/voronoi-glass and download the executable (MacOS only) @ github.com/koala-koder/voronoi-glass/โฆ/1.0.1NOTE: For MacOS users, you may need to open your terminal and enter `chmod +x <pathtofile>` to allow the executable to run!
๐ข@koalakoder0Hey guys :yayayayayay: ! I recently launched a procedural map ๐ generator I built w/ python :python: for #C0BMPAY9NK0! It not only creates 2D maps, but also renders them in an interactive 3D viewport with full XYZ terrain! There is an executable (MacOS only :sad-pf:) that you can download at github.com/koala-koder/procedural-map/releases/tag/head ! Below I have added a 2D map, but when it runs, it will also open the 3D viewport!
NOTE: For MacOS users, if it isn't working, go to your terminal and type `chmod +x <pathtoexecutable>`! That should give it permission to run!
๐ข@Kaplin867+Day 231 / 365
Today was pretty good! The full targeting and move usage junk works in Router Rebellion, and I started work on the Move Effect system that causes moves to actually do stuff. I got a base damage resource in but its not working just yet. I was more focused on doing this cool thing ive never done before: Dynamic Godot export variables. By default, when you have an array export in Godot (like an array of MoveEffect resources), you have to manually click into it, then specifically hit a button to add a new element. And it also makes it a lot more annoying to edit the move effects since the ui horizontaly shrinks with each layer of variables. So what i did is make it display new "fake variables", one for each pre-existing element in the array, and one extra one for easily adding more. It properly removes stuff when set back to null to! Now its just a list of variables rather than an array, which is WAY cleaner. If your curious on how i pulled this off, i used the getproperty_list() function. Definently give it a read on the docs! I also used an abstract class for the first time, that way the base MoveEffect doesnt show up in the resource-select dialogue. Its because the base move effect doesnt do anything lol, no reason for it to be there! man i love godot :)
and on an additional note, I got my keychain from the giftbox event last year! And hopefully my game design book from jame gam event arrives tommorow, just in time for the next one we are crashing, which is in 3 days!
๐ฎ@Abdulgafar Abdurrasheed0Just starting to learn RUST for a Major Stardance Project. I hope i get to learn Great things.
@pkncoder1----------------- Devlog XVIII -----------------
- ๐ฒ Trees:female_fairy: - :female-technologist:*SO MUCH REWRITING* ๐-
> To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation).
โจ What did I do? โ๏ธ
These last few days, I've been working on getting my Rasterizer (drawing triangles of a model on screen and coloring them) working.
The big changes that I did include:
- Fixing an issue with textures not loading
- Updated the Interface for every Renderer.
- Implemented the *extract* / *prepare* / *dispatch* pipeline into the Rasterizer for real now.
- Started working on the base ideas of a "Shader Graph"
The issue with textures was just moving a line like 3 lines lower. I was freeing the image data before saving it ~(oops)~.
The updated interface is the *IRenderer* class. Each Renderer bases off of the class, supplying it with a framework so each Renderer can be talked to the same way. Here are some of those functions:
1. beginFrame - Clear previous frame data and prepare for a new frame
2. extract - Take raw scene data (camera, renderables) and convert it into packets for the next step.
3. prepare - Take each packet from extract and turn them into draw commands for dispatch.
4. dispatch - Take each draw command and send a draw call, along the way binding any textures & uniforms.
5. postProcess - Take the frame and post-process it. This may be removed.
6. present - Take the rendered frame and show it to the screen (blit it).
To do a quick review on what the *Shader Graph* is - it is a collection of "nodes," each with their own inputs and outputs that connect together to render out a frame.
I'm still a bit confused, but I've been watching presentations on the topic from companies like Unity & Activision.
:miku:Thank You for Reading:3-blahaj-spinning:
Yea, I know it's been a while since my last devlog. I've been making some posts in slack about my Path Tracer, since I spent a little time on that.
I'm looking at the timing for everything, the hope is to ship this at the end of Phase-IV and hope that I can get a UI working before too late. I'm hoping I can get enough stardust to pay for a new laptop, but idk that's a long shot. I still have about 25 more hours if I get a 16x mult (which I can only hope for) before I would hit the mark for the FW 12, which isn't crazy (the mult is tho).
Staredance Devlog: stardance.hackclub.com/projects/15129/devlogs/42349
Github repo: github.com/pkncoder/Engine/tree/Phase-IV
Project landing page: pkncoder.github.io/Engine
๐๐ขโ๏ธ@aadityakandel1880I have created a project called "Fitness-Project" that is available to see at the github : github.com/hemanta-kandel/Fitness-Project. The image sample of the project is given called 'Output-pie.png'. Description :- This project uses a machine learning and data analysis libraries to fullfill the requirements, Numpy(for numerical work), pandas(for cleaning of data), matplotlib(for visualization), scikit-learn(RandomForestRegressor) etc are the libraries inside the python used. This project is designed to easily change for personal fitness tracking.
@Kaplin867+Day 230 / 365
Today i did some good coding on router rebellion. got a tad bit closer to fully implementing the quick time event, but i got distracted by one thing. Polytoria, the roblox "clone". me and my friend regonold played it a bit and we had a fun time lol. I really like their quest system. The platform felt more professional than i expected, but still had that nice old-roblox charm. The avatars are cute too, but also fit the customization well. I even started making my own game for the fun of it. Its probably not going to be much because im fairly rusty with luau. I also played some among us with my online friends since the new judge role dropped!! I got a chance to use it an absolutely wasted it by using it on someone who we were all going to vote anyways.
๐ฎ@QuackX0๐ New Devlog BoostedAuthor:@NathanVargheseTitle: Pancake FRC Turret Summary:
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โข PLS look at this google doc if you can. I made a whole essentially an ESSAY trying to make a recap with at most info as needed but its too long to post so here is the google doc with it in docs.google.com/document/d/19otRmG-d0zHCSDyZ5glDNmW7cP3afZkpb5Q3BmI4kPE/edit?tab=t.0 4 Next Steps:
โข All devlogs, followers, and associated data will be removed. View Devlog button
@Kaplin867+Day 229 / 365
Today was decent, but i did manage to code a good bit! I remade my quick time event in Router Rebellion from the ground up (mostly) to use miliseconds instead of pixel distance for timings. And it just looks a tad bit better now. I should be able to properly hook it up to the combat tommorow! Also, on an unrelated note, I really like the minecraft end poem. Like il be real i didnt really remember it before rereading it a few days ago, but its really resonated with me. Half the time i would skip it, if i even get that far at all in minecraft lol. Its been a long while since i actually beat minecraft... maybe i should beat it again.
@QuackX0๐ New Devlog BoostedAuthor:@alonso-m-carratalTitle: Janitor Space Program (J.S.P.) Summary:
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โข A videogame about space exploration and saving humanity from a Kessler cascade, comming out soon^(TM). Built using my own engine: Origin!
โข Added a helmet overlay! (very inspired by outer wilds, id like some suggestions to make it more original honestly, but right now it decent). It is currently work in progress tho, and theres a lot of information missingโฆ
โข Small UI improvements: rounded borders, removed windowโs transparency, added window close sound effects (need to find a better one tho), little better controller supportโฆ Next Steps:
โข Iโve create a custom blender addon that lets me create procedural noise-based planets! It is really powerful and it gets you really good results for how simple it is really. In a way, its nothing but a vertex shader but coded in python lol
โข You can try it yourself, its open source too! github.com/aloyak/JSP/blob/main/assets_src/blender/addons/planet_generator.py
โข Iโm developing a way for the player to correctly collide with the geometry of these planets, but this is mostly engine-sided changes and Iโm not very deep into it yet. Iโm currently researching how to handle multi-threading async functionsโฆ View Devlog button
@Kaplin867+Day 228 / 365
Today I was out of the house for most of the day. This is because of my brothers birthday!! well, more like birthday celebration. His actual birthday was like a week ago, but he didnt have the celebration then since all his friends were sick and busy. We did a variety of activities, like an escape room, bowling, and axe throwing. Though for whatever reason the axe throwing place we went to this time was very strange. For starters, I was landing most of my hits which is new... but exclusively with the non-axe things. Like the ninja star and the tomahawk. and i couldnt hit the board with the axes. very strange! but overall fun day!
๐@pkncoder1THEY LOOK SO COOL!!!
I'm moving on from the path tracer for now, as the only thing left to add is transparency, and I don't need to worry about that for now.
@Kaplin867+Day 227 / 365
Today I had another hack club meeting! We restarted our hackpad project, using a new tutorial given to me by @Henry Wauzivuff (thank you so much btw), and we managed to get the pcb part done, so next meeting we will do the actual 3d model
๐@QuackX0๐ New Devlog BoostedAuthor:@The-CrawTitle: Crawssembly Summary:
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โข Programming languages are a lie! Learn how computers actually work! Scratch but for machine code. Runs on a custom-built rust-based VM and compiler. Over ~450 unlogged hours before starting Stardance. Programmed 100% in nano, no fancy editors used! โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ Github: github.com/Jonah-Crawford/Crawssemblyโ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ Crawssembly Online: crawssembly.ultimatecraw.xyz/โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ Crawssembly Docs: docs-crawssembly.ultimatecraw.xyz
โข Iโve added io keyboard mod to create a bitfield of modification key presses for the keyboard device, so now keys like CTRL and TAB can be handled, which lays the foundation for my next project which is making a basic file editor in casm
โข Iโve made publishing packages super easy now, all you need to do is craw init to create the package, and then craw pkg publish. As long as youโre signed into CPM and gh, itโll just work Next Steps:
โข Iโve added io keyboard mod to create a bitfield of modification key presses for the keyboard device, so now keys like CTRL and TAB can be handled, which lays the foundation for my next project which is making a basic file editor in casm
โข Iโm back from camping! (RIP my 60+ day streak) My plans going forward immediately is improving program counter modifications to allow for higher-level concepts to be bootstrapped onto Crawssembly instruction sets. (Image unrelated)
โข Iโve been working with @BetterClient to inprove the program counter and bringing back fgo from casm beta. This is also a reminder that Iโll be OOO until next Monday. View Devlog button
@QuackX0๐ New Devlog BoostedAuthor:@The-CrawTitle: Crawssembly Summary:
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โข Programming languages are a lie! Learn how computers actually work! Scratch but for machine code. Runs on a custom-built rust-based VM and compiler. Over ~450 unlogged hours before starting Stardance. Programmed 100% in nano, no fancy editors used! โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ Github: github.com/Jonah-Crawford/Crawssemblyโ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ Crawssembly Online: crawssembly.ultimatecraw.xyz/โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ Crawssembly Docs: docs-crawssembly.ultimatecraw.xyz
โข Iโve added io keyboard mod to create a bitfield of modification key presses for the keyboard device, so now keys like CTRL and TAB can be handled, which lays the foundation for my next project which is making a basic file editor in casm
โข Iโve made publishing packages super easy now, all you need to do is craw init to create the package, and then craw pkg publish. As long as youโre signed into CPM and gh, itโll just work Next Steps:
โข Iโve added io keyboard mod to create a bitfield of modification key presses for the keyboard device, so now keys like CTRL and TAB can be handled, which lays the foundation for my next project which is making a basic file editor in casm
โข Iโm back from camping! (RIP my 60+ day streak) My plans going forward immediately is improving program counter modifications to allow for higher-level concepts to be bootstrapped onto Crawssembly instruction sets. (Image unrelated)
โข Iโve been working with @BetterClient to inprove the program counter and bringing back fgo from casm beta. This is also a reminder that Iโll be OOO until next Monday. View Devlog button
@Kaplin867+Day 226 / 365
Yet another day of doing minimal work programming wise. I did a lot of cleaning though. I spent some time on One Turret, attempting to code a simple resizable control container node. Its for the map editor. Its decent. I will try to lock in some more tommorow.
@Kaplin867+Day 225 / 365
Today was pretty much like yesterday lol. Except I felt a tad bit worse. I had to do a lot of things off the pc (i feel like such a loser saying that), and my brother was being mean :C oh well you win some you lose some. I think im going to try and work on one turret a bit more. At the end of the day, it IS my most important project to date. Might stay up late working on it.
@EshunnullI worked some more on my website today. I animated features, added interactivity, and started uploading projects. Hopefully it will be done by the end of the week.
@Kaplin867+Day 224 / 365
Today was pretty good! An online friend of mine was playing a game I really like. He played it for 10 hours straight. I also watched the whole time, so i didnt get too much coding done. I finished the first quick time event in Router Rebellion, but I havent hooked it up to the combat system yet. I have it to where i can easily adjust the windows for the result. Though I might give it a recode since how i have it is a bit... untraditional. Right now, the window is determined by the number of pixels away the bar is from the target (or closest target if multiple). However, the speed in which the bar moves is variable, so as more bars get added, it speeds up, meaning the windows are smaller in real world time. As far as i know, most timing windows are based in time rather than pixel position, so i might need to make a converter. Would atleast make it easier to explain frame-increasing cards. I think "Increases the Amazing! Attack window by 10" is worse then "Increases the Amazing! attack window by 100 ms.". especially true since not all of the timing things would be able to use the pixel distance thingamajig. some might have to use normal timers, like one where you have to hit 3 keys in under a certain amount of time.
๐ฎ@santoso-winatannullI went to the Cullen breakfast where I met Lance Burgess - Chief Financial Officer of Pikpok. He created the policy for the game industry rebate in 6 weeks which in NZ policy terms is remarkably quick! Other then this I also looked into Universities bc what is year 13 without a multitude of midlife crisises trying to avoid an actual midlife crisis. Other then that I emailed like 20 stardance people during my Hack Club meeting. Next week I really wanna run a workshop or something simply bc I can then the weekend after that maybe I mass spam Kiwihacks emails or something. Oh also the day before I spoke at a WC assembly about Hack Club isn't that exciting
@pkncoder1New render
I could set the scene more, but I'm going to save that for the ray marcher
Shadertoy / online demo: shadertoy.com/view/7fBSzR (won't look like that on launch)
@QuackX0๐ New Devlog BoostedAuthor:@The-CrawTitle: Crawssembly Summary:
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โข Programming languages are a lie! Learn how computers actually work! Scratch but for machine code. Runs on a custom-built rust-based VM and compiler. Over ~450 unlogged hours before starting Stardance. Programmed 100% in nano, no fancy editors used! โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ Github: github.com/Jonah-Crawford/Crawssemblyโ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ Crawssembly Online: crawssembly.ultimatecraw.xyz/โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ Crawssembly Docs: docs-crawssembly.ultimatecraw.xyz
โข Iโve made publishing packages super easy now, all you need to do is craw init to create the package, and then craw pkg publish. As long as youโre signed into CPM and gh, itโll just work
โข Iโve added Markdown support for CPM packages ๐ฅ Next Steps:
โข Iโm back from camping! (RIP my 60+ day streak) My plans going forward immediately is improving program counter modifications to allow for higher-level concepts to be bootstrapped onto Crawssembly instruction sets. (Image unrelated)
โข Iโve been working with @BetterClient to inprove the program counter and bringing back fgo from casm beta. This is also a reminder that Iโll be OOO until next Monday.
โข Once you get 1 command working, many more will follow! Thatโs right, a command line written 100% in Crawssembly code ๐ฅ View Devlog button
@QuackX0๐ New Devlog BoostedAuthor:@The-CrawTitle: Crawssembly Summary:
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โข Programming languages are a lie! Learn how computers actually work! Scratch but for machine code. Runs on a custom-built rust-based VM and compiler. Over ~450 unlogged hours before starting Stardance. Programmed 100% in nano, no fancy editors used! โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ Github: github.com/Jonah-Crawford/Crawssemblyโ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ Crawssembly Online: crawssembly.ultimatecraw.xyz/โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ โ Crawssembly Docs: docs-crawssembly.ultimatecraw.xyz
โข Iโve made publishing packages super easy now, all you need to do is craw init to create the package, and then craw pkg publish. As long as youโre signed into CPM and gh, itโll just work
โข Iโve added Markdown support for CPM packages ๐ฅ Next Steps:
โข Iโm back from camping! (RIP my 60+ day streak) My plans going forward immediately is improving program counter modifications to allow for higher-level concepts to be bootstrapped onto Crawssembly instruction sets. (Image unrelated)
โข Iโve been working with @BetterClient to inprove the program counter and bringing back fgo from casm beta. This is also a reminder that Iโll be OOO until next Monday.
โข Once you get 1 command working, many more will follow! Thatโs right, a command line written 100% in Crawssembly code ๐ฅ View Devlog button
@Kaplin867+Day 223 / 365
Today i was feeling particularly down. I dont know the exact reason, but thats probably because it stems from a lot of little things. Not something to worry about. Its like losing one fight in a war! I believe i will persevere. I wrote a few things for college applications. Not much to note about that though. I worked a bit on Router Rebellion, working on the framework for getting the quick time actions to work specifically. I will probably finish the first one tommorow. Its a simple "hit a button when the bar reaches certain point" type thing. Though it is all procedural in the sense that the quick time event is lightly hardcoded. I can increase a variable to increase the amount of button presses, etc. I prefer making games that way in general lol but I have specific reasons from what im planning. Not only do i want some attacks to just have harder quick time actions, but i also want there to be some additional cards (think jokers from balatro) that increase or decrease the difficulty of the quick time actions, alongside the windows for what counts as "great!" result vs "okay.." result. I want there to be a build centered around missing by not doing the quick time at all lol.
๐๏ธ@pkncoder1Here's my first ever attempt at animated lights as well, I think it turned out well!
_image is way more crispy than it was supposed to be, as the compressor compressed more than I wanted it to_
Go check the non compressed version here: shadertoy.com/view/7fBSzR@pkncoder1----------------- Devlog XVII -----------------
- :spin-loading:*Strange*:spin-loading: Hours -
> To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation).
โจ What did I do? โ๏ธ
To start off, I did not work directly on my application, but the online demo. It's like working on the website, but through another editor sometimes.
> The goal of the Path Tracer is to eventaully get it clean & quick enough to be real-time. This is the first of the 5 renderers that I will be making.
I was working on my online shadertoy DEMO (shadertoy.com/view/7fBSzR) for the Path Tracer, specifically the denoiser. The name of the denoiser I am using is the "*Edge-Avoiding ร Trous Wavelet Transform*".
As a quick overview:
- It applies a blur "with holes" to allow for less to no image distortion
- Fast enough for realtime
- Includes "weights" based on (in my code): Normal, Depth, and Color. The larger the difference between the center pixel and the scanned pixel (kernel), the more weight is applied, lessening the amount of blur.
This is amazing, however when the camera moves, the denoiser assumes that the current and previous pixel are in the same world postion (when it isn't). This causes errors when trying to overlay the image and gather data. This is why we track the motion of the camera, creating a vector to get the same world position pixel.
I got this wrong on one of the first attempts, the last attachment (*videos are compressed*) shows that fun video (warning for those who get motion sick).
With this, I am able to blur the image, and with some more techniques, I can get rid of "ghosting."
:miku:Thank You for Reading:3-blahaj-spinning:
In the videos, I rendered them in fullscreen 4k on my better laptop+GPU, don't worry about your system being too slow, just don't fullscreen it <3 (the development was done on my lower end mac).
The hours logged are from refactoring the project after the last devlog, and editing the code when I didn't do it in shadertoy's editor.
Shadertoy DEMO: shadertoy.com/view/7fBSzR
Stardance devlog: stardance.hackclub.com/projects/15129/devlogs/38161
Github repo: github.com/pkncoder/Engine/tree/Phase-IV
Project landing page: pkncoder.github.io/Engine
@QuackX0๐ New Devlog BoostedAuthor:@_got.DDR5.RAM_Title: Omni-Core Summary:
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โข I made a fully-local AI-powered student assistant. Like it has EVERYTHING from Textbook Analysis, a Priority Matrix and Web Research to Music Streaming and Music Downloads to Auto-Meeting Transcription and Observer Mode and MORE. Like, building this project was a nightmare in debugging as it used Tauri, Rust and React, and shifting between debugging one to the other is hell as they are VERY DIFFERENT. And the most powerful thing is that this app is like that one teacher who refuses to stop observing you guys, so that you guys work. This constantly records your screen (bit like PiecesOS or Windows Recall BUT I donโt ship all your data to a server unlike Pieces) and gives you statistics on what youโve been doing, and your entire data including Statistics, Goals, Tasks, Textbooks and Notebooks and MORE are sent to the local AI models (btw, yeah, you have to have Ollama set up with the 4 models mentioned in setup) so that it has your entire context. And all this with no telemetry, privacy risk or internet needs, it can run COMPLETELY LOCALLY (music too is downloadable hehe). Also, please read the GitHub README as it holds all the features, I have only teased it here. Also, btw, this wasnโt made in just 10 hours, that is just the time I had hackatime on (and Iโm fine with getting 10 hours worth of Stardust as it is my fault for not having hackatime), I just want you to know that 60+ hours (3-4 hours per day including research) of MY work was put to this and that this is NOT just a scrapped project that over-claims and under-delivers.
โข Yea, I just added a Start-up page, and also finished up with all the core features. (I spent way more than 3 hours lol, donโt think I just sat and built everything in 3 hrs). Anyways, try it out at: github.com/Koundinya-Git/omni-dashboardNext Steps:
โข All devlogs, followers, and associated data will be removed. View Devlog button๐ข๐ฌ@EshunnullProgress on my personal portfolio website is going well. I figured out my aesthetic direction, including, colors, typography, and graphics. Today was the first day of school, so not much got done, but I am hoping to make some decent progress throughout the rest of the week.
@Kaplin867+Day 222 / 365
Yeah i got nothin lol. I really didnt do much. I slept in, played a bit, worked a tad bit on Router Rebellion, and talked with online friends for most of the day. Im also contemplating how i want to code the attack system in Router Rebellion. Specifically with moves, and their secondary effects. I have the base move stuff setup, so you can target, have multiple targets, target allies, etc etc. things that are on every move. But now im considering how i want to code the additional effects. Theres 3 main ways: 1. Every needed combo has a class that inherits base move. The issue with this is that it might get complicated quick, and i wouldnt have a good way of checking things like "if move applies burn". 2. The move class has a lot of variables. Like there would be a damage variable, then a burn boolean, then burn count, etc. This would probably make giant scripts. Easy to check if a move does a certain thing though. 3. The moves have an array of "application" objects. It would run through each application object and apply it to the target. For example, damage would be one, alongside burn, etc etc. but each would be different objects with unique code. Easy to check for specific actions in a move. Theres not too many issues with this one except the fact it would probably take longer. and maybe harder debugging.
@ranveer.tar.xz0built a study app and I can't tell if it's actually fun or just a chore with sound effects
learnova.software
you type a topic and play a ladder where the hint gets stripped one rung at a time: multiple choice, then fill in the blank, then assemble from chips, then say it in your own words with nothing to lean on. the last one can't be skipped, that's kind of the whole point. no signup, works on phone.
the thing I actually want to know: pick a topic you half know and do one full run, then tell me the exact moment you wanted to stop. not what would make it better, just where you checked out. that's the bit I can't see from the inside.
Apache 2.0 if you want to poke at the repo
๐@pkncoder1โโโโโโ Devlog XVI โโโโโโ
> To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation).
โจ What did I do? โญ๏ธ
For the quick overview:
โข Dealt with an issue in Obsidian, as apparently there was โminor rendering performance improvements.โ This is FALSE :( - I just downgraded the version
โข Created the new BufferManager to handle UBOs, SSBOs, VBOs, EBOs, etc. + Dynamic, Static, and Stream buffers.
โข Integrated the RenderTarget & ShaderPass system from PathTracer straight into IRenderer + added base utilities to it.
โข Did some formatting
Overall the two big things that I did was the new Buffer system & the updated IRenderer interface.
For the new Buffers, previously I had UBOs (dynamic values) & SSBOs (big mostly static information blocks) set up in seperate files, that BufferManager returned. Now, every buffer is a single struct called GPUBuffer, and GPUBuffer has a type, and a usage (go look at the images in stardance). Now everything is centralized on that.
For the new IRenderer interface, now there are RenderTargets - textures that shaders write to as output - and ShaderPasses - A pass of a shader. These can be added to a registry, keyed by a UUID (big number, in this case).
:miku:Thanks for reading!!!:3-blahaj-spinning:
Thanks so much @AVD for the Superstar!
Iโm excited for when I can finally start writing my shaders, itโs getting closer & closer!
The fancy Path Tracer will be cool and all, but I have big plans for the Ray Marcher!!
Stardance devlog: stardance.hackclub.com/projects/15129/devlogs/37468
Github repo: github.com/pkncoder/Engine/tree/Phase-IV
Project landing page: pkncoder.github.io/Engine@Kaplin867+Day 221 / 365
Today i felt considerably tired. I even took a nap (which i rarely do). I tried to get myself to work on One Turret, but made barely any progress. I then tried to work on Router Rebellion, which i will say i did find myself putting more effort into. I was trying to calculate some stuff to get the camera to always look good when your choosing a move, but i still need to workshop it a bit. Its funny because im at the level of knowledge with 3d vector maths where I know enough to do simple things and how to execute ideas, but not enough knowledge to instantly now how to achieve the end goal, so i end up just playing around with a bunch of stuff. I even tried this one thing where i had a target angle, and then i calculated look-at vectors (like positions for the camera to look at) based on the current selected character and the middle of the battle screen, then i just iterated through -1 to 1 by 0.01, getting the inbetween value using that (0 = middle of map position, 1 = selected character pos, 0.5 = inbetween, and anything past that is overshoot or inbetween) and tracked which one was the closest to the desired outcome. It still didnt turn out good but it did get me a tiny bit closer. odds are im just overcomplicating it and i just need to set the angle to predefined things and i dont need to calculate anything :)
@EshunnullToday, I started revamping my personal portfolio website. My old portfolio worked perfectly fine. But lately, every time I opened it, a voice in my head screamed: โThatโs not you anymore.โ It is a hard thing to let go of past versions of yourself. It is even harder to let go of projects you poured your blood, sweat, and tears into. My old portfolio took me months to perfect, but it simply no longer fits the direction I am heading. Growth requires making space for the future. Outgrowing your own creations is not a failure; it is proof of progress. Hopefully, the new portfolio ends up looking even better.
@Kaplin867+Day 220 / 365
Today I held another hack club meeting!! yay!! My club members finally got their IDs so I helped them get the authentication stuff in, and also teaching them about slack. After that, we tried our hand again at doing the 3d modeling for our hackpads we are going to submit to stardance. Its... not going good lol. Its weird, at first there was a guide for it on stardance, but then they made it to where you have to use the one on the hackpad site. only issue is that, for starters, its a different guide so theres some inconsistencies. And the second issue is that the one on the hackpad website is just worse lol. idk like i feel like theres way less content and explanation. Like we are struggling on this one step because we dont know how to move an autodesk sketch, but i suppose thats my fault since i didnt learn it before the meeting. We ended up just moving the rest of the model in a way the sketch is in the right place. Honestly, im considering having us restart. or perhaps switching project. i dunno, just something about hardware feels way more difficult compared to software. especially the time tracking. we didnt even try to track the time today since we didnt do anything substaintial (we literally spent one hour trying to move a sketch). theres also this hack club ysws called greeble which i might try. make a procedural pattern get it printed. Only issue with me participating is i already have like 4-ish projects on my plate (One Turret, Yomi Hustle mod, Stacklands Mod, Router Rebellion) due to my burnout(?) seeking to try new stuff quick, so idk how long id stick to it right now if i were to even start it.
@ToeKnee0Today I made @QuackX better. How so, you say? By making his AI model have a description similar to Gork's. :evil: Now QuackX is hyper-useful and annoying/gorky. The model I used was google/gemini-3-flash-preview, which is the same model which Gork uses. :hehehe:
You can test it at: #C0BNKAQSVNE
Github: github.com/toeknee-top/QuackX
@alstocrasnulldevlog 0
begun working on a tui factory management game.
so far im trying to learn how to use ncurses, and i made it draw some coloured text
@Kaplin867+Day 219 / 365
Woke up really early to drive my dad to work, and really didnt do much for most of the day. I did however workshop a move selection ui for router rebellion attempt 2. Though given how i was feeling yesterday, im at that point in the cycle where i lack motivation , so rather than coding i hanged out with online friends quite a bit (among playing a few games). In particular, a few of us had a discord vc where we just played around with youtube watch together. It started with deltarune covers to just songs in general, then to national anthems, then to doing deltarune karaoke plus a few more. fun stuff. Odds are im going to get back to either working on one turret, or im going to work on router rebellion rather than my mod-kaplin-into-everything project
๐ฒ@not_BPSnullHi People, Im done with my portfolio. I have also hosted it on the hackclub's dns. dino.icu
Im Bhardwaj Prasad btw
a high school student with a visionโbuilding AI-driven technology that transforms how people create, build, and innovate.
Iโm deeply passionate about Artificial Intelligence, Robotics, and Sustainable Innovation. I founded InsightX, a research publishing organization, and served as Director of Product Development at STEM for Change, where I worked on sustainable energy solutions for underserved communities.
Currently, Iโm building ORIGIN AI โ an offline + online hybrid AI assistant that goes far beyond chat. ORIGIN AI is designed to help engineers and creators ideate, code, automate, and build faster using privacy-first intelligence, real-time automation, and deep workflow integration. My goal is to make AI something you build with, not just use.
Check it out: https://bhardwaj.dino.icu/
https://bhardwaj-prasad.dino.icu/
@Rocko0A Physics Engine I made just to get myself familiar with C++ and learn OpenGL and physics :D
@pkncoder1----------------- Devlog XV -----------------
โจ What did I do? โ๏ธ
I tried getting this out before 4 hours, but it just wouldn't happen. Weird errors kept popping up ~(mostly being my fault)~.
Here's a list of what I did:
- Figured out generally how I was going to deal with uploading and caching meshes + textures
- Put the new *GPUResourceManager* class into place to do the previously mentioned job
- Started reworking the renderer pipeline (NOT THE RENDER PIPELINE) on CPU side, and set up the interface class with that
- Patched together the old Rasterizer renderer to work with the new IRenderer pipeline
- Fixed errors throughout
- Split up normal & bump textures
- Planned out how I will deal with all the different textures on the shader side, cutting the checks out at shader compile time
Yea, I know, it's a lot. It just felt wrong to create a devlog in the middle of everything, since up until after fixing errors I had *nothing* to show for it. :(
I ran into this errors when fixing those errors, where the entire model (I was using the Sponza scene, check the *attached video*) was banded, where parts "didn't exist" and the other bands did. This reminded me a lot of the *"Minecraft Farlands"* specifically the pocket edition ones.
๐ฅ What _didn't_ I do? ๐ฅ
To keep this brief:
- Fully split up the SSBO system in the BufferManager
- Reimplement good use cases of UBOs (although I did put in place double buffering)
- Add the more sophicticated data handling in the PathTracer (as I commented it's existance out so I could complile).
- Figure out how shadow mapping is going to be cleaned up in the Rasterizer.
๐น Thanks for reading! :3-blahaj-spinning:
These devlogs have been getting more attention, and I'm getting closer to doing a rebrand to finally get my point and final ideas across! :3
Stardance project page: stardance.hackclub.com/projects/15129
Github repo: github.com/pkncoder/Engine/tree/Phase-IV
Project landing page: pkncoder.github.io/Engine
@Kaplin867+Day 218 / 365
Today was interesting. I did a mix of things. I worked a bit on One Turret, adding some fixes to bugs / issues found within the beta test (which only really came from one guy, my good friend regonold). Pretty simple stuff nothing too crazy. But after that I felt a bit... empty? lacking motivation? idk. I couldnt get myself to code on One Turret, or on my Yomi hustle mod, so i just randomly started to mod stacklands. luckily its probably going to be a lot easier than my yomi hustle mod in my quest to mod myself into every game. I will finish it tommorow probably. ez enough.
๐ฎ@Shahmeer-U0BN5643X6V0Hey everyone! ๐ Super excited to share my semi-humanoid service robot build. It features a wheeled mobile base, multi-servo articulated arms and grippers, an expressive neck, and an integrated AI voice-conversation system!
Even betterโthis project recently won 1st position at the district-level competition right here in Sahiwal, Pakistan!:robot_face:
Dropping the photo of the robot and my winning certificate below. Let me know what you think of the build!