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.
Yes, I've been making extensive use of GPT 5.4 through Github Copilot. It's been working quite well for most things.
And, latest item
So yeah, AI is a pretty powerful tool for this. It just takes so much refactoring to keep the codebase in a good state when the AI has zero qualms about writing a million lines for each little fix I request, and a lot of attention to keep it from breaking things on the way.
Next up, why did my background stars particle system stop working? I'll probably bang my head against that one for a while, too.
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