Zicklag

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That's a good point. I think shadows go a long way for that, actually. My brother had mentioned that when the player flops. It's hard to tell when the player...

This seems like a good thing to study in other similar games to see how they handle projectiles, if at all. If I remember correctly from the old river city...

That seems like it could work. If we want to lean away from 3D positions, I'm totally fine with that. In my head I was thinking 3D boxes for everything...

Doing it in rows like that seems to give us similar freedom to 3D, it just breaks the depth into bigger slices, allowing us to do 2D collision detection instead...

I'm going to try an experiment with scripting to see if we can have scripted systems that are able to modify any components in the world that implement `Reflect`. I...

I haven't gotten super deep into this yet, but I think I'm leaning towards JavaScript/TypeScript for scripting. I'm not super comfortable with the development status of RustPython. It seem like...

> I personally also wouldn't assume that using the browser's JS engine will be good for performance due to the need to copy everything you want to share with JS...

> A big pain point that this disconnect creates is: Yeah, that's the issue. We really need WASM linking so that we can link a WASM build of lua such...

Got the first Punchy script working! ```js let counter = 0; let systems = { update() { Punchy.log(`Script update #${counter}`, "trace"); counter++; }, }; systems; ``` And it has auto-completion...

Just got a big task done for scripting: I reworked the script runner to be able to asynchronously load modules and to use JavaScript modules instead of standalone scripts. This...