Hmm. Tickable is a handful. Maybe I should rename it to (Bk)Node or sumth...
Hmm. Tickable is a handful. Maybe I should rename it to (Bk)Node or sumth...
Can the #BeckettEngine do first person point and click games ala #myst?
Eh, let's say it's feasible.
Weird Shit Abounds once more.
Here's a Blender screenshot that says the camera is at rotation 45° by 0° by 112°.
I export this scene, including the camera to an FBX file and try to load it into #BeckettEngine to see if I can load the camera from there.
I have three different options available to me and none of them work.
🧵
1. Animation
2. Shadowmaps
3. Special villagers' outfits
Decisions decisions.
Figured it was a little overdue to try and run the #BeckettEngine test thing (the engine for #ProjectSpecialK in case you hadn't picked up on that yet) like a proper release. What you can't see here is that in \assets, there's a single data․zip file. That's what all the models and textures come from, as opposed to loose files in a \data folder.
Back in October last year, I switched #BeckettEngine from FMOD to SoLoud for audio, mostly to reduce the amount of DLLs involved. The only ones used ought to be the ones that come with the OS.
At the time I figured it'd be a nice way to avoid DLL replacement attacks.
Sure, that means something like Steam integration is even more off the table than it already was. All this in turn inspired by things like Minecraft mod loaders.
Question is, can YOU think of a way to do it in #BeckettEngine?
... now that's an odd thought:
buttplug.io support in the #BeckettEngine.
I can imagine it'd make sense for #SuccubusFarming but I got nothing for #ProjectSpecialK...
@kenney I'll add one to #BeckettEngine right now lol
Yeah I don't think I'll be porting #BeckettEngine from #OpenGL to #Vulkan lol nooooo thank you
Note to self for after sleep: update the readme for #BeckettEngine, that thing is horribly outdated.
Should I work on shadow mapping first? Should I work on armature animation first?
Trick question, I'm too afraid to do either.
Amusing as these two screenshots are to me, I find the subject matter reminds me what I've been putting off for #BeckettEngine and #ProjectSpecialK for far too long, and probably will keep putting off for longer: shadow mapping.
I must've studied how to do it ten times now, I could probably recite all but the shader math bits from memory at this point and get it *mostly* right.
But I don't do it. Because I'm afraid.
I don't even know, man.
I'm gonna be honest with you all.
Between the fear of failure keeping me from attempting to implement the more important features, the lack of skill in making custom assets, the legal restraints keeping me from hiring someone to help with either of those things, the regret at not finishing my other projects, and what feels like a declining mental state, I don't know if #ProjectSpecialK, or even the #BeckettEngine itself, is gonna get anywhere near a playable state.
Fucking around a bit with 2D line shapes in #BeckettEngine before bed.
I dunno, I felt like having these was a nice addition to only individual lines. The circle and polygon originate from the cursor, and the circle is actually an n-gon where n=64. The rectangle doesn't even end up using DrawLine at all.
(ft. a cursor by @kenney. They're good cursors!)
Okay, so #BeckettEngine right now has an std::vector of game objects (that themselves in turn have child objects in a vector, like a tree).
To delete one, you set its "dead" flag, so they're removed after iteration. To add one you push it into a separate "add these for the next loop" vector...
...Because doing either of these things directly would invalidate the iterator.
How can this be improved?
Come to think of it, using a DLL springboard to extend the functionality of #BeckettEngine for the sake of a mod would be pretty fucking difficult I think, compared to Koikatsu.
Koikatsu has a .Net core (ouch) and that means reflection and shit. PSK is written in C++. Good fucking luck not breaking shit.
Now, #BeckettEngine and therefore #ProjectSpecialK has one non-system DLL dependency: FMOD Ex.
I can't prevent anyone from using fmodex64.dll as a springboard to opening up more in-depth modding capabilities. I know deep down that this is an unwinnable battle.
But I can at the very least not have a "load arbitrary libraries" function in the first place, and disable Lua's ability to read and write arbitrary files, or execute commands. I can at least make things *that* secure.
Talking to a friend a few days back about safe and secure software development (because Unity) and I made her a list of all the things #BeckettEngine and #ProjectSpecialK use, grouped by age and trustworthiness.
Thing is, the Unity issue was apparently a thing about loading arbitrary libraries and such, which was an attack vector.
🧵
https://github.com/Kawa-oneechan/beckett/issues/1
It's an engine feature checklist, I suppose.
If you know of anything missing on this list, or want to help me check something off, please let me know.