Posts per page:51530
NewerPage 1 / 3Older
Gabriel Coates avatar

Gabriel Coates

@gabrielcoates
Posted: Mar 2, 2026, 5:35 AM

306 chars

Now that I have JSON reading and writing in place, I think its time to work on some of the major "refactorings" that are needed. Here are some of the things I want to work on next:

  • UI system
  • Define entities in JSON
  • Define scene data in JSON
  • Proper user game directory + user settings file
  • Basic multiplayer
Gabriel Coates avatar

Gabriel Coates

@gabrielcoates
Posted: Mar 2, 2026, 5:25 AM

1907 chars

Finally finished the recording playback system. It was quick but fun. Here is kind of a rundown on how it works. Assuming we start with no existing recordings, the system adds a "RecordPositionComponent" to any entity with a "PlayerTagComponent". The "RecordPositionComponent" only has an unordered map where the key is the tick that is recorded and the value is the "PositionComp...

Gabriel Coates avatar

Gabriel Coates

@gabrielcoates
Posted: Mar 2, 2026, 3:44 AM

256 chars

Managed to switch over to clang and it works well. I was successfully able to read a file using Raylib's file system functions and slap the data into my own struct using Glaze to read from my JSON config file (aka the buffer created by Raylib's functions).

Gabriel Coates avatar

Gabriel Coates

@gabrielcoates
Posted: Mar 2, 2026, 3:26 AM

602 chars

One of the important things to get the playback system working is parsing JSON. I decided to go with Glaze since I have never used it before and I also heard its stupidly fast so I thought it would be interesting to get into. I came across an issue when trying to compile it. I'm not well versed in compilers or the issues that keep coming up but from what I see its something to ...

Gabriel Coates avatar

Gabriel Coates

@gabrielcoates
Posted: Mar 2, 2026, 2:26 AM

1107 chars

Jumping has now been added to the player. I had gotten it to work initially but I noticed that it would only work half the time. I attach an "IsGrounded" tag component to the player whenever it is grounded. When tracking down the issue, I noticed that the component would stay removed when the player is grounded (which is desired) but when the player is supposed to be grounded i...