site banner

Tinker Tuesday for January 6, 2026

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

1
Jump in the discussion.

No email address required.

Integrating Substack felt too tedious so I opted for something more fun, which was hooking to https://gptproto.com/ to and have it describe and transcribe all bookmarked images. I think I'll focus on some neglected UI stuff like search and pagination.

How have you been doing @Southkraut? You've been reporting good progress the last couple of week, any cool screenshots to share?

Not much right now; work got me good.

I can give you a screenshot of my moon. It looks about on par with what I had going on in Unity and Godot, which is to say absolutely horrible but that's programmer graphics for you. If I spent some time optimizing the code and/or putting it into a separate thread, I could increase the resolution, but that's for another time. I want to do more interesting terrain soon, but before I get into that I set the goal of making sure that collisions work the way I want them to on those procedural meshes, and of having a controllable pawn that I can use to test that. Since I want 3D gravity pulling towards the center of the planet, and not just at a constant down vector like standard Unreal gravity, I can't use Unreal's default Character movement components. In other words, I want too much at once.

  • Custom Gravity
  • Custom Terrain Collisions
  • Custom Movement

I'll have to take it one at a time. The most sensible approach I think is to first work on movement, and do that on a flat plane under default gravity. Then I can go for either Gravity or Terrain Collisions.

/images/17679825226420302.webp