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Tinker Tuesday for June 9th, 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.

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I had to scrap my previous approach to the bullet simulation optimization, as I did everything in one go, and manage to break everything else (not terribly surprising, as I extended I bunch of existing data structures, via a lot of copy-pasting). So I reverted that and started over with a more gradual approach, and managed to at least not break anything, but the bullet collision detection still was not working. I avoid using AI for this project, as part of the point is keeping my mind sharp, but after finding a few stupid copy-paste mistakes manually, and stalling after that, I figured it's either building some elaborate debugging tool, or asking Claude, and I caved. It indeed pointed out some other stupid copy-paste mistakes, and now everything works.

Disappointingly, it doesn't seem to be much of an improvement. Ok, so I get 60 FPS with +/- 360K monsters for a few seconds, whereas previously the maximum was 250K, but the GPU get's hot and stalls out rather quickly. I was hoping it would make the simulations with lower monster counts more sustainable, but I can't say I see the difference. One day I have to test it on Windows (my Linux distro is acting a bit weird with the GPU, and most games are kinda choppy), or my old desktop which actually has a decent graphics card.

How have you been doing @Southkraut?