June 19, 2025
PolyPanic update:
I work very slowly on this project because I'm not particularly familiar with OpenGL. For now, I'm trying to get CapeInjector out, which works with something I'm much for familiar with and will likely be seen as cooler. I leave for 2 weeks in 2 days. I do not have a lot of time to sink into figuring out how this and that work in OpenGL. Point is! I'm slow with understanding OpenGL and implementing, so while I'm short on time I'm putting all my time into CapeInjector because it hits my dopamine receptors more.
I will get back to working on PolyPanic at some time, but currently it isn't my main focus.
It now attaches and loads not so properly. Retransforming and such however, is not implemented yet.
I was about to say loads properly, then I read:
16:29:24] [Client thread/WARN] [FML]: Zip file CapeInjector-1.0.jar failed to read properly, it will be ignored
Guess that's another todo.
Looks like I may be stopped here by life for now.
I have much of the base work done for the agent, but it currently crashes the game when attached due to reflection problems. However, I'm not too far from getting it to actually work and it's been rebuilt with a much better structure.
It's been 7 hours. I got mixins working, it attaches.
But now.. I'm restarting. Why? I didn't have a very good structure and now that I see what I'm doing I realize that I need to take a much different approach.
I'm also raising the scope of this project to include more than just capes.
Also migrating from MCP to Yarn internally.
I committed the disaster that I made if you want to look at it, but it'll all be changed.
CapeInjector is a java premain agent to give you custom cosmetics in Minecraft. Currently only working on 1.8, but will add more versions in the future. AI helped with debugging.
Just did some housekeeping, cleaning up, planning and laying the groundwork for future features.
I also just wanted to mention that I'm doing 3 separate projects at once right now and I'm going on vacation soon, so work is going to be a little bit... laid off. I'm still making steady work though, on all of my projects. This one is the most complex and unfamiliar to me though.
The other projects aren't exactly the kind of thing I'd put on hackclub custom minecraft server and forks. I'm still going to keep working on this though! I want to see it go far! We're steadily making progress.
I didn't do a whole lot since my last devlog. I mainly just poked at the documentation some more and learned some of the ins and outs of GLSL. I made it rainbow, which is nice and colorful, but other than that relatively uninteresting.
Even though I didn't get a whole lot done today, my OpenGL wizard friend says that I'm very close to a 3d environment, which I'm really excited to see and I'll definitely be working to implement tomorrow! Once I see that, I'll get a huge dopamine hit.
I also made myself a todo list (it's uncommitted right now) and I've got a vision which I'm excited to carry out, I think I'll actually deliver, in spite of my language throughout this project being relatively self depreciating in that regard because usually when I do something ambitious I don't even get close to delivering, but I feel like it'll be different this time. I don't feel like I'm going crazy at all!
PolyPanic will *hopefully* be a 3d low poly arcade shooter written with OpenTK. OpenTK is a OpenGL binding for C#. In short, I do not value my sanity. All use of AI is marked by a comment. I try to keep it light, but there is a little bit.
This was widely regarded as a great move by everyone.