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 -
I played around with @PokerPirate's idea shutting off the lighting for dead bugs, the effect is indeed interesting, but the issue is that (Go/)Redot gives me no control over the draw order of particles from the shader program, and the dead mosnters often end up covering up the live ones. So I started working on the cleanup program (shown after the fade-through at the 12s mark), and the effect is a lot more legible. The dying monsters go "light out", and then disappear, and are respawned.
I also added a kill counter (so far only in the window title bar on top), and I think it exposed the issue with the respawn system. I noticed that as time goes on, the kill rate seems to be increasing, and the number of bugs visible goes down. I think what's happening is that since the coordinates the bug is respawned at are time-based, several of them die at the same time, they get spawned at the exact same spot. I also think the collision detection ignores this scenario to avoid division by zero issues, so they just continue simultaneously existing in the same spot. Next step is to sort it out, and hopefully have a working system to permanently render the dead bugs to the background.
How have you been doing @Southkraut?
Oooh, I remember not having control about the render order of particles in Godot.
Good thing I switched to Unreal!
...where I also don't have that.
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