Stanislav Vorobiov
@shephf
I made Trigger Time: store.steampowered.com/app/512920 and working on The Mission: sheph.itch.io/the-mission
ID: 715823327839928320
https://www.facebook.com/GameTheMission 01-04-2016 08:49:15
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Parsing expressions is a pretty nice exercise for programmers! kudos to Stanislav Vorobiov for this article! I understand sometimes flex+bison, or using LLVM for certain uses is overkill. I read some time ago about using lists instead of trees to store expressions, saving memory..
I'm thinking about reviving my #gamedev, started porting "The Mission" from my custom engine to Godot Engine. It's a pain actually, but it got a bit better after I started using rapier physics. Btw, I tried porting using claude code first, it failed miserably
Another #gamedev weekend, porting "The Mission" to Godot Engine. Good progress, I got every detail of the player working right, stability issues have been solved as well. It now basically behaves as in the original demo!
Continue porting "The Mission" to Godot Engine. Ported shooting, breakable stones and damage flash. Damage flash is a quick hack via modulate for now, need to make proper white flash via custom shader. #gamedev #indiedev
Finally got Spine working in Godot Engine the way I want it! Bone -> Node follow works smoothly with physics and IK. "The Mission" porting continues :) #gamedev #indiedev
And another "The Mission" porting to Godot Engine weekend :) Started porting "visual" stuff like the ground, grass, etc. Haven't done much actually, just some very basic stuff using godot's stock Polygon2D and Line2D #gamedev #indiedev