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Tinker Tuesday for March 10, 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.

Jump in the discussion.

No email address required.

Somehow the idea for hijacking the spatial sorting mechanism for handling dead mosnters got hyped up in my mind as something relatively complicated... I ended up solving it with a few lines of code. The bugs are no longer blocked by their comrade's corpses.

I also changed the controls a bit. Originally, following the now-ancient game this is based on, they were keboard only, with no strafing. I actually remember running into a forum where people said they prefer these controls, but between it being unintuitive for anyone coming from a modern context, and accuracy issues (hard to aim over long distances with just they keyboard, as even a single keypress often overshoots the target), I changed it to standard mouse+keyboard controls.

Coming up next: bug clean up. Now that the dead critters are conveniently sorted in the spatial index, it should be easy to remove them so they can respawn, and to count them for the player's score. I'd also like to draw them into the background texture, so they keep accumulating, rather than just disappearing.

How have you been doing @Southkraut?

I haven't been following along, but I just watched the video. I like the light cone effect. I haven't seen that before in an asteroids clone (maybe I just haven't played enough). The one thing that strikes me though is that there's no easy at-a-glance visual cue of if a bug is dead or not; maybe the light cone should only highlight the living bugs instead of the dead ones?