Everything is wobbly. half way
Physics engines are a lot to make. But is it a very interesting process. I spend most of dev time today adding more bugs into the physics and removing them. But I got to a basic level where currents can be zoned and add realistic forces with momentum and squish and collisions and it’s all very nice. I had to add a world border, and I am very excited to start adding some plankton and sea weed type ambient mobs (and maybe some low level ambient currents). I am interested to see when my computer is going to start complaining - with the spider web demo linked earlier I can get a couple hunder nodes running. This should be a little more efficient than that demo. We shall see. For plankton, I want to use my Personal Space Invaders algorithm. Cause theyre cute and that would be fun.
The un-shader-ed colors are getting weirder. I keep on thinking of layers to add, then thinking maybe I should remove others, so I made a litte preloader thing that counts however layers I am currently excited about and distributes them equally over the color wheel for easy seperation in the shader. shaders use floats for RGB, so there is like a similarity threshold that can get a little blurry.
just reaslised I am at the halfway time point. Comparing with last time…. I was writing a blog post called “Minimum Viable Mechanics”. The game looked a lot prettier. But it was a lot simpler also.
Nov 15 2022:

Nov 15 2025:

hmmmm… anyway, the currents are fun, the physics is fun. excited to add some life to the maze next. then enemies. then levels, music, story, …