Next thing to implement is jumping and add back block breaking/placing mechanics. I also want to dive into more debug/cheat components for the player. However, it's Friday night and I want to drink rum and watch Pirates of the Caribbean. Until next time.
I've just implemented gravity and jumping again but this time through the ECS. I can tell you that ever since switching to EnTT for my ECS system, it has been a breeze reimplementing stuff. ECS kind of forces you to decouple your systems. I used to hate the way that things were setup using an ECS. I tried many times to use Unity DOTS but I was just so used to the original Unity...
Need to redo my movement system unfortunately. Before ECS, physics were handled within the player class. Velocity would be applied to the players position on the X axis first and then collisions on the Y axis would be checked. Then I would process the Y velocity into the players position and check the X axis for collisions. I can no longer do that because my movement code is se...
While I don't like the use of AI, it is very helpful when trying to come up with names (or renames) for files, classes, and directories. I'm very picky with the file names I create and I am never happy. Currently using Claude to look over a couple of systems I wrote for Battles. Here is what Claude returned (before and after) for the systems that are used. ApplyMovement = Kinem...
The site is finally setup and working decently I think. I added a few more admin features like archiving (soft deleting) posts and recovering them. There were some weird Next.js issues happening only in production but it seems I got them sorted out. There also seems to be some sort of issue with the time in the administrative panel. It's currently 7:58 PM and the panel is telli...