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 -
Alright, I mostly figured out the background thing. One the player moves to another background cell, the dead bugs are copied to a standard texture, and the GPU texture array gets rearranged so that the movement is seamless (which you can see by the background color changing, but the bugs that got rendered into the background staying in place). It seems to work well and reasonably fast (not counting the first time it's triggered, which I'm hoping to get around by pre-triggering it when the game loads). Now the only thing missing is reloading the "standard" textures into the GPU when the player comes back to a previously visited cell.
How have you been doing @Southkraut?
Been banging my head against my ever-intractable problem with Unreal's sky-atmosphere system. Namely, that ever since I succeeded in procedurally generating an atmosphere once, it hasn't worked again since. It just won't show up visually, it's greyed out in the scene graph, and nothing I do seems to change that. One more point in favor of starting over from scratch, I guess - too much messy, hard-to-maintain code from me learning how to do Unreal in the first place. But I also don't want to keep reinventing the wheel - if I start over now, then I'll probably just run into the same kind of trouble again sooner or later. So maybe I should do a lot of refactoring and get my codebase in order instead.
...have you tried asking AI?
I've been thinking for the last year or two that I needed to start engaging with AI more, but wasn't really sure how to get stuck in. I was attempting to google a blocking issue on one of my unity projects, and accidentally clicked on the AI summary result at the top... and the AI summary was extremely helpful, and got me past the problem in short order. Since then, I've been turning to it faster and faster when hitting weird blocker issues, and it has one- or two-shotted them every time so far, usually just by providing context to highlight the issue I'm blind to.
AI is still at the state where it will sometimes confidently tell you something completely wrong, and yet for simple blocker issues this is still immensely helpful, because you can just try out what it told you, and 90% of the time you get to declare victory, and the other 10% you're just back where you started.
In fact, there's a bit of grey area in between - twice recently I've seen an AI come up with a solution which was definitely wrong or incomplete in some way, but which was much easier to fix than solving the problem from scratch would have been.
For complex issues and design issues, AI can easily paint you into a corner by generating reams of redundant/spaghetti/inflexible code that solves your immediate problem but is unmaintainable in the long run, but in general it's getting better so fast that I'm not sure how long this warning will be necessary.
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