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Tinker Tuesday for December 16, 2025

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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Been in a bit of a pre-Christmas crunch, I started working on migrating the data from v1, but didn't get very far.

How have you been doing @Southkraut?

Made good progress actually. Got effectively all of the Unreal systems I'm in contact with under control. Was unhappy with the default 1cm scale unit, so I rewrote all my code to work off of scalar and vector objects that automatically respect a flexible scale factor. Then I decided not to actually use it because too many Unreal systems rely on the default scale. Then I immediately regrettet not using it because as it turns out, double-precision coordinates do not imply double-precision rendering (obviously, in retrospect), and my large, distant objects had all kinds of rendering artifacts. I really don't feel I need the short-range precision that comes with the default 1cm scale - not by many orders of magnitude. I'd be happy to trade a lot of it away for better long-range precision (so long as things immediately in front of the camera don't start to jitter), but that comes with many unknown unknowns. I don't know what all will break, or rather will not work as intended when I implement it, when the scaling is off. So I'm putting the whole scaling and large-objects-visible-at-long-ranges matter on hold for now; better to avoid that technical rabbit hole. It's taken too many months from me in the past.

Overall feelsgoodman.jpg. I can plan things and just do them. Turns out ChatGPT is an adequate substitute for lackluster documentation.

Since I did not finish my bookshelves before sub freezing temperatures set in, and I have an abundance of time on my hands, I'm working on a game again. Dusted off all my old C/SDL code, and made many of the UI elements more generic. Grabbed a bunch of UI and terrain artwork off opengameart.org and have set to work.

I keep around an old perlin noise library written in C, so I used to that create a 2-wang terrain map. I'm keeping it relatively simple, with each environment only having three types of terrain, a "high", "medium" and "low". I skim the perlin noise for the low terrain first, and then in a second pass skim it for the high terrain, making sure there is a buffer of medium terrain between the two at all times. 2-Wanging your terrain only really works between two different tilesets, so you can't have a tile where the four corners contain all three terrain types.

Well, you can, but then you get into higher order wang combinatorics that I just don't give a fuck about.

Anyways, so far so good. Using a viewport in SDL works pretty well for ui containers, and rendering to a separate texture works pretty well for a subpanel you want to scroll. Working on adding some basic gameplay of placing down buildings, generating resources, etc. Long term goal is to have it be a sort of light space 4x game, with light factory based gameplay on each planet. Aliens you encounter will be more like environmental hazards to eliminate than peers to do diplomacy with.

I also got it cross compiling from Linux to Windows easy peasy. Building for Steam's Linux Runtime was pretty easy too. Never hurts to get those things sorted out early.