June 17, 2025
so halfway through this devlog, i worked on another project for 2 weeks, so i don't really remember what i was working on for half of this. but uhh i did a ton of internal stuff dealing with FFI between WASM and JS, and im still working on developing a ton of the other features mentioned before, and its overall just a matter of locking in and getting them working. anyways, heres some concept art i made of the crafting ui, which i will be implementing very soon
i've been trying to make and integrates animations for the hands and the staff of the player, except
design
graphics is passion,
my
so it's turning a bit into the attached image. anyways, i've been fiddling with some technical details in the codebase, but it kind of backfired (turns out enum delegation in rust is very limited, so i have to stick with copying + pasting the same damn lines of code for every single type of entity there is) keybinds are now a thing though, animations are in progress (i had to change libraries twice because of how limited their features were, but hopefully the one i'm using right now, the apparent successor of those 2, is going to work out). alright imma finish up the animations now, cya :]
i fixed some more stuff, changed some systems around, and i'm in the middle of a rework of the netcode interfacing while preparing to do some shenanigans with biome easing and client side prediction. the vision for this project has transformed into some ungodly event horizon, and there is no light at the end of this absolute monolith, but hopefully with some discipline and equal parts ego death, the basic game and network logic should be complete by the next devlog. i'm also in the middle of adding ✨particle effects ✨, which should honestly just make me instantly win in life :> anyways, here's some very cool concept art:
i did some stuff i guess, it still needs some work to do to replicate what i used to have with js, but it was 10x more maintainable and enjoyable to make with rust. the load times are a bit atrocious, but thats something that can definitely be improved on. kthxbye
ok uh im in the middle of rewriting everything in rust because javascript is die, but i dont really have anything to show right now. i swear the next devlog will be peak tho (it wont be)
ok i forgot to make a ton of these, but i made some stuff i guess :3
its kind of ugly right now, but the priority is to make the game first and then to focus on looks. i had to coordinate a lot with the backend as well, and the codebase is starting to fall apart fast, which isnt really that rad
I guess the above was a complete lie, you just need some specific link to install the app locally. Anyways, I added some more commands shown in the picture attached. I had added some other ones, like a youtube video downloader based on youtube.js, but it doesn’t work for some reason, I’ll have to debug more >:(
Oh yeah, I also added it to Nest, so it’s now hosted by an actual server which is really nice.
After learning a ton about the discord API and whatever the heck the oauth process is, I now have a working bot using a persistent database (totally not just a json file) that can respond to commands. It's not an installable activity yet (wasted 2 hours of my life figuring out that you needed a webserver in order to make one), but it'll get there eventually :>
I set up the file structure and integrated it with the backend for Discord Activities. it kind of sucked though, since half the time was just debugging why it wasn’t working with discord, which didn’t get tracked ;-;
It works now, so it’s all fine, and it’s now time for me to figure out how to multiplayer.
The frontend for a browser PVP MMO.
ok i kinda nolifed coding for 7 hours because the Reactive ysws is going to end today, and it has some nice rewards that I wanted. anyways, i think i made a decent looking project that hopefully satisfies all of Reactive’s requirements. It’s also a tool that I personally want to have, since the existing glsl apps online (glsl.app, shadertoy, etc) just give you a quad and limited js interfaces to work with, which is just kind of lame. its also my first time using a component library (daisyui), which is both convenient and annoying because the components come prestyled. maybe I should try shadcn?
anyways i will give 5 big booms to anyone who votes for me🐸
Tried making a website and did some fixes to the library, now being at 1.1.0. I also made a comprehensive readme at https://github.com/HydrogenMacro/dbgui/tree/master
Scrapped and redid resizing and covered all edge cases.
Turns out making a plan for what you want to implement can be pretty useful for things that have a ton of edge cases/failure possibilities. For example, I documented all the cases that needed to be considered for my resizing function:
// factors to consider:
// is dragging up or down?
// if dragging down, is box at minHeight?
// if dragging up, is box at maxHeight?
// if dragging down, is box at bottom side?
// if dragging up, is box at top side?
This was widely regarded as a great move by everyone.