Why Nostr? What is Njump?
2025-05-29 12:44:31

Fe₂🦀₃⋅H₂🦀 on Nostr: It's been a while since I actually worked on that game and now I'm realizing that ...

It's been a while since I actually worked on that game and now I'm realizing that some of the "technical jank" was actually intentional design choices and I had a very good reason for writing the code how I did.

I basically had to design 4 different control schemes for 4 possible directions in 2D space and not having it "generalized" to every possible angle was intentional because that would be impossible for the player to understand. Now I need to figure out if 3D first person changes that or if I need to lock control schemes to a cube setup with one of 6 possible directions.

Honestly the latter feels way more jank but it might not matter if the level design is done correctly.
plans changed because my fkn car broke down.
Going through my old game code trying to adapt it from 2D to 3D. The state logic is going to be more or less 1-1 since it doesn't matter what dimension it's in. Big problem is that the game did a lot of logical separations of the X and Y axis for collision handling purposes and that just flat out does not carry over as a concept to 3D. I would have to break things down into component planes or something but that would make them incredibly difficult to interpret in the framework I have right now.

I might just have to totally redo the parts on the lower part of the physics engine which may not be a bad idea anyhow since unreal has some different methods for dealing with collision detection that I wasn't using

Author Public Key
npub1y6tk68elxfcrz8yx5kf32agav67hwz4rt2ff22f8rl98yxh7uxhsx69wl9