What started as a weekend jam ended as a month-long death march, nothing new here
What is new, though…
- tilesetter-codec – A project file reader for Tilesetter, which is an epic tileset editor/generator/database. I really recommend it. Add your tiles, plop them together and it will guide you in making all the necessary transitions (and even generate you some starters). The codec package is only a reader (as usual), but its tests have a code generator example. Which I used to export a huge 4-terrain LUT (actually a
case
), together with weighted tile alternatives. - The tileset (its hot parts) derived from a public domain image dump of that Dune2 miscarried clone. I love the style and it is varied enough to be extended and reused elsewhere.
- schematosis – A (very, very WIP) library to work with sparse trees using
Free
wrapper over branching functor, sampling SDFs to them, and then contouring (only squares are marching for now, but also bilinear and (broken) dual). I tried to used contours to generate navigation meshes, but due time pressure ended up just A*-ing over the rendered tile map. - gl-block – A library to generate
Storable
instances generically, according to packed/std140/std430 layout rules.
And, finally, the ld52 demo/workbench slid into ld53 and now presents something like an RTS backbone, featuring:
- Random map generation (from SDFs, yeah) and rendering.
- Minimap preview.
- Unit/group selection and ordering around. Only moving for now, but with a queue.
- Unit spritesheets with directions (and a mini-tool to cut and place them).
- Building mode with placement preview.
- Async path-finding around rough terrain and placed buildings.
- Async visibility shroud updates.
reactive-banana
for event handling,apecs
for units.
It’s all very rare, but I really need a break. After all the work put into it, there’s so much more groundwork to do. I will finish the UI story and proceed with cleaning/fixing/polishing/extending stuff.
(And, technically, I’m in time to make it the monthly update of May )