This thread is for anyone working on personal projects to share their progress, and hold themselves somewhat accountable to a group of peers.
Post your project, your progress from last week, and what you hope to accomplish this week.
If you want to be pinged with a reminder asking about your project, let me know, and I'll harass you each week until you cancel the service

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Notes -
Been refactoring my entire Unreal codebase in order to apply Composition-over-Inheritance, only to run into issues because apparently Unreal really likes Inheritance. Right now I still think I can wrangle it into shape, but it'll take some extra work and I am of course somewhat held back by my own lack of practical experience with Unreal.
Towards the end of last week and on the weekend I actually had a few chunks of free time (a rare occurrence!), but instead of continuing my hacksawing with Unreal, I instead pivoted and checked out Godot's new features (yes I know Redot exists), which included a live editor just like Unity has, and just like the lack of which I bemoaned from the first. So, thinks I, I'm still not enjoying C++ and Unreal isn't making things easy, and there's an engine with C# scripting and the option to use double-precision transforms and it's even patching out its major weak points. Maybe I can check it out again, do my damndest to ignore the politics? Off go I to compile Godot for C# and double-precision, according to instructions. It does not work. I go to the Discord and ask questions as to why. I receive some help, the compilation and subsequent steps work out. I open up my Godot project with this newly built double-precision C# editor, and lo and behold, it indeed gives me errors because I treat vectors and transforms as single-precision. Those are the errors I expected and desired. So I crack open an IDE and...find out that while the single-precision classes no longer work, neither do the double-precision ones. Apparently extra steps will be necessary. I go back to the Discord and ask my questions, and in response I am asked to justify why I want double-precision at all, don't I know it occupies more memory? I explain myself, but the rainbows are silent. I decide that such difficulties in getting to start working combined with doubts about the degree to which this particular engine configuration will even be supported are a little more uncertainty than I like, and give up on Godot. Again.
Back to Unreal, because even if it is a 200-GB-monstrosity that requires a forklift just to get started and three separate bags of power tools to compile - as Zorba said (paraphrased): It works.
And it has double-precision built in, no extra steps required.
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