Grokmoor (@grokmoor) 's Twitter Profile
Grokmoor

@grokmoor

ID: 1897646583631818752

calendar_today06-03-2025 13:53:19

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Grok Workspaces, finally! Thank you, Grok! Hopefully we'll be able to link directly to a GitHub repository soon! No more endlessly finding and dragging in files for each new chat session.

Grok Workspaces, finally! Thank you, <a href="/grok/">Grok</a>! Hopefully we'll be able to link directly to a GitHub repository soon!

No more endlessly finding and dragging in files for each new chat session.
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An overview of some of the heavy development work that's gone into Grokmoor so far. This is why the visual updates have been slow coming lately: State Machine Spatial Grid Octree/Quadtee Game Manager Network Message Queue Multi-level Hybrid A* Pathfinding System Entity System

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Grokmoor update! It has been a while, so you can see I've implemented an entire full 3D scene now for the game (the 2D still exists as well, for now). Here's some basic combat and the working experience/leveling system, with some basic animations I threw in for fun. My go-to AI

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Am I the only one that really dislikes how the Ctrl+R shortcut (Show Recent Files & Folder) works in Visual Studio Code? I have so many old projects in the list (over 35) that all the recent files are down over an entire page. Why not show the files first? It seems like it would be far more

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Well, I tried ChatGPT's o4-mini again for a bit tonight, and I do NOT like it still. It's annoying that it keeps changing existing code. I ask it to output an entire file after changes are made, and it just decided to change existing code that didn't need to be modified. I

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ChatGPT 4.1 is like a lazy developer. You give it a file and ask it to find what's wrong, and it just gives you a bunch of things to check. No, you check for me. It's why I gave you the file. Even AI is getting lazy. I am so NOT impressed with GPT-4.1.

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Working on coming up with a decent, minimalistic monster banner. For elite mobs: No border (non-elite), silver border (silver elite), gold border (gold elite), purple (boss). For the level background: Gray (no experience, far lower level than the player) Green (little xp, more

Working on coming up with a decent, minimalistic monster banner.

For elite mobs:
No border (non-elite), silver border (silver elite), gold border (gold elite), purple (boss).

For the level background:
Gray (no experience, far lower level than the player)
Green (little xp, more
Grokmoor (@grokmoor) 's Twitter Profile Photo

I just needed another feature added across my entire codebase client/server - likely around 100 code files so far. I tried: Claude 3.7 Sonnet Thinking Anthropic GPT-4.1 ChatGPT Gemini 2.5 Pro Google DeepMind And Claude was still a FAR superior answer. Gemini 2.5 Pro

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Ok, I'm an idiot. I didn't know until today I could drag a problem from the problems tab in Visual Studio Code directly into the Microsoft Copilot chat window. I've been manually copying/pasting the text each time.

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Grokmoor update! Initial implementation of both potions and scrolls/books! In addition, a fully functional multiplayer chat system! As is typical for a rogue-like game, all items are unknown, with their names randomized until they are used or identified via an in-game item.

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Grokmoor update! Latest Grokmoor changes: ✅Improved level generation ✅Level transition screen ✅Up/down staircases (down=red, up=green) ✅In-game Log window ✅Logs written to disk in separate thread ✅Preload manager for all assets ✅Experience system (fixed) A lot of work

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Here's a peak at the level generation in Grokmoor. It's patterned after similar rogue-likes for now on the backend, but that will likely change at some point. The 9's are all monsters - I added a lot for testing, but it also has some random loot "?" and up/down staircases "</>"

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Grokmoor update! ✅ Custom state machine for Godot ✅ Monsters now have state machines to handle: - Weapon Component (Idle/Attack/Cooldown) - Primary State (Standing/Combat/Sitting/Lying/Death) - Combat State (Idle/Chase/Attack/Taunt) - Combat Stance

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Grokmoor Update! ✅ Lighting system - areas outside your visible/lit area are now darkened. This will play nicely into light sources once they are added - torches, lamps, spells. See 1st image. ✅ Archetype support for monsters and players, so it's trivial to have different

Grokmoor Update!

✅ Lighting system - areas outside your visible/lit area are now darkened. This will play nicely into light sources once they are added - torches, lamps, spells. See 1st image.
✅ Archetype support for monsters and players, so it's trivial to have different
Grokmoor (@grokmoor) 's Twitter Profile Photo

Grokmoor Update! I spent the weekend working on quite a few enhancements to the game. I added support for a new ActorEffects component that now tracks all active effects the player may have - healing over time, invisibility, resistances, buffs, and more coming soon. It makes