Added some fonts, a UI element, and a time-slowing effect.
The time slowing affects delta and was initially making the jump really suck - I thought it was something to do with lerp being time-dependent, and fixed that following (https://www.youtube.com/watch?v=LSNQuFEDOyQ), but it was literally just me multiplying the jump height by delta…
Since this devlog’s shorter, might as well mention how I did splines; coincidentally I learned about how splines work from a video by the same creator as above; (https://www.youtube.com/watch?v=jvPPXbo87ds&t=809s) - spent a few weeks making an implementation of the continuous ones mentioned in it by building a tool script over top of Line2D, where points are sectioned into 4s, then turned into quadratic(?) splines. Then sample points from those splines are used to create the actual line.
For the meshes, I turned each point into two on either side of it half the width away - the direction is “perpendicular to the direction between the two neighboring points” (see the picture of a sketch example I made while I was coming up w/ this). Then those points are put in different arrays, which are combined at the end to make a continuous mesh.
It gets pretty close to smooth, but definitely runs into issues - it’s like a poor man’s version of Line2D’s solving. Notably, the points can overlap and completely mess up the mesh if the spline overlaps itself - I haven’t found a solution for that yet.