Shipped this project!
This project has reached a nice playable state, but it will keep getting updates in the future. Lockin sidequest completed!!
Have fun!
4loyak!
This project has reached a nice playable state, but it will keep getting updates in the future. Lockin sidequest completed!!
Have fun!
4loyak!
I’ve been working with supabase and now I’ve got a basic cloud system, so you can save your cards and progress to your account. This should be a nice change to make continuing the development easier
You should be able to migrate your local cards to a web account!
I’ve also updated the card’s designs and I’ve added descriptions to some cards. There are now ~20000 cards compared to last devlog where there was ~4000 cards!!!
happy gambling!
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Its so much fun to work in this project honestly, I’ve made a lot of progress and exciting changes, some of them very interesting!
full changelog:
I’m cooking up some new changes, this is growing a lot faster than expected, feedback wanted!
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I’ve added a lot of exciting stuff to the game, it looks really cool and I believe I’m feeding myself a gambling a addiction lol
full changelog:
I’ve been thinking of adding a “lab” where you can change 5 cards of one category for 1 of the next category, idk tho
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Hello!! I’ve been working on this for a little bit and its been pretty fun overall, I’m using tailwindcss and vite+React to make this little card game about steam games, it currently bases all the rarity on the game’s reviews but this will probably be updated.
I’ve added simple booster pack opening and made a simple json file with around 2000 steam games that you can get!
Check it out!!!
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Hello,
This project has been so much fun to build and I’ve learnt a lot in the process, you can download the game and the sandbox from the github page but its also possible to play a web version of the game in the given link.
Hope you like my project!!!
Thank you
4loyak!
This is probably gonna be the last devlog to the first ship! I’ve been working on refinements and small improvements to have a nice little release version, the development is of course not still over, I still got a lot of ideas and work to do, I’ll explain that a bit further down.
I’ve also made some good progress to the physics system but its still a bit broken, I’ll need to investigate that later on
full changelog:
These are the last changes to the first shipped version (0.12.1), after this first ship I’d like to improve the physics system a lot and make some collision callbaks. Also I’ve been reading a bit on how to implement a simple audio system.
Thank you!
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It’s been a frustrating headache to add something as simple as icons to the sandbox editor but I finally got it working, the bug was that the default icon pack was being merged with the icon pack and so half of the icons wouldn’t work because they would be displayed as the normal font.
I’ve also fixed some small things in the physics system, more info in the changelog.
full changelog:
I’m working in an efficient system to add a mesh collider and to maybe start a sound system but I don’t want to leave stuff mid development!!
This is officially Origin 0.12.0 btw.
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Today’s devlog is split into two parts, because I’ve been working on two different things. The sandbox is becoming something pretty exciting and fairly easy to use but powerful, and its quite easy to work with it at it literally is just like any other game, only a bit more special. On the other side, I’ve been working on a physics system based on Bullet3 Physics simulations, its not finished tho
full changelog:
Overall its being really difficult getting the math right so that the bullet3 API would understand what I want it to do, and its not perfect yet (you can see that in the video), but im happy with the current solution. I’ll continue working on this right after I publish this devlog. Also I want to add Shader precompiling now.
Thanks for reading, Cya!
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I’ve been stuck for a couple days because adding shadows seemed to be a lot harder than what I thought, so I don’t really think they’re gonna be implemented in a while. I’ve focused on refining and improving some systems and adding small features after trying to add shadow maps for the third time…
Even though this was frustrating I at least now know where to continue progressing the engine.
full changelog:
I’m currently going through the Bullet3 API and considering adding proper physics to the engine, hopefully it isn’t as hard as with the shadows :)))
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It was very painful, but I got a basic website up and running to give some small information about the engine, the plan is to expand it later but for now its good enough.
I used vite + tailwind to make the workflow as easy for my as possible and I also went for nes-css to match the pixelart style of the engine itself.
I haven’t changed the demo game but that will probably come shortly after this, I think the web build is broken currently but it should be too hard to fix (please)
I’ve been cooking some great shaders and after reading a lot of other people’s implementation (and learnopengl.com ofc) so I can say I managed to add simple lighting to the Origin Engine (Blinn-Phong implementation), currently there arent any kind of shadows or spotlights but I’ll try to add them later on.
I’ve also made a huge amount of progress on the sandbox editor!
full changelog:
I normally say what I’m gonna be working on next here but I have no honest idea of what will be the next step, I’ll see if shadows viable or if I could maybe focus on something else for the next updates.
PS: I’m in love with how the sandbox editor ended up like lol
I’ve been working on structuring and organizing the project before going to more complex tasks (like lighting), a lot of problems I was able to spot (also thanks to Claude ofc) were fixed.
full changelog:
I know I said I wanted to update pixelart to make it the right way I think thats probably gonna be one of the last things I’m gonna do. Right now I’ve started making some custom shaders to explore lighting and I’m thinking about how to implement it properly
Also I need to study a bit my own code lol, I’m forgeting some stuff I wrote weeks ago
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Its been a week of trying to upload a demo game to the internet and finally there is a working link! After trying many services and applying some interesting solutions (like creating a gh pages website with forced LFS support) i managed to get this “game” up and running. Currently it takes a little bit to download the game assets/shaders/etc and a lot more to load them into the engine, but overall, it works!
Full changelog:
There are a lot of challenges yet to come, but probably the next step will be to put the sandbox aside to add simple lighting and true pixel art (the right way).
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Added TRUE 3D PIXEL ART!!!!!
This is not an effect, but real 3D pixel art! The engine renders everything to an offscreen buffer with very low resolution which is then stretched to cover the whole window (or you can use that buffer for whatever you want, like for example, a viewport window for the sandbox module im now working on).
Full changelog:
Adding the offscreen buffer is going to make the sandbox a lot easier to create, but I first need to fix some problems with relative paths and stuff (and make loading assets quicker)
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I added a very simple scene system based on json serialization. The engine now supports loading/unloading/saving scene files fairly quickly. This will also make the sandbox module a lot easier to create as it would just really be a json modifier with a nice UI. This system allows you to create entities inside scenes but also off-scene entities that are not linked to any scene in particular, so if a scene is unloaded your player entity (for example) won’t get unloaded with it.
Next I would like to add a “skybox” component so my scenes don’t look so empty and sad :((
Also I need to check for Windows Support, which should be working nicely but I don’t I need to borrow a windows computer. I need help testing for MacOS support!!!
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Finally Added Web Support, switching to SDL2 was such a good decision. It now uses OpenGL ES strictly for web and OpenGL 4.1 for desktop.
Firefox works well, Input seems to be broken on Brave
Chrome and Safari are not yet tested!
I also added some more test assets and fixed some bugs.
Added some window settings like VSync and Fullscreen options. Performance seems nice but it will probably need optimization (mostly with assimp)
I’m now trying to upload a simple game to my website but I’m kinda struggling…
I want to add skyboxes and other stuff but I think it would be better to add a scene system first. And of course I need to start making the pixel art stuff at some point.
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For any future web demos -> https://origin.aloyak.dev
There’s a video next to the screenshot!!
I made quite a lot of progress! In order to make web support easier.
After this I will try to make emscriptem work now that SDL2 is here…
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It took a long while to learn how to use assimp, but know my engine supports reading directly .obj files and rendering them, although it takes some time to load them (way too long). After this I want to “standardize” everything into an entity/component system.
This model was made by crytek and the video is my engine rendering that model. May cause dizziness (sorry)
In a bit I’ll try to make the WebGL support to make a sort of demo public, we’ll see tho, stay tuned!
Hello!, After a few days of reading documentations (ty! learnopengl.com) I have this basic demo working. Simple but cool and I’ve learnt a lot over these last few days (mostly perspective matrices math and shader programming)
I’m making a super basic true-3D-pixelart game engine. It supports OpenGL but will possibly add WebGL support in the future, the project is currently divided into a ‘game’ module and an ‘engine’ module, but I think it would also be cool to add a sandbox…
This is a very simple demo using the engine to make a hardcoded cube rotate in from of a camera. After this I will probably add a texture class and keep going!
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Hello! Made a few simple changes that I spotted missing while creating a project written in SK, heres the changelog!:
*= and /= OperatorsPublished all these changes to a new version (0.9.8), Any suggestions are welcome (PLEASE)
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Hello! I’m making a round archive for valorant esports that watches the game’s VODs and saves every round to a database in order to make its easy to see outcomes of strategies on different teams, players, maps or pretty much anything, still a prototype (if ever completed lol)
Spent a lot of time making a prototype to sort of check if my idea was even doable, for now i made this progress:
The idea is to make a public website where all this data can be searched, even with an API. Again, this is just a prototype and probably not very useful in the first place :)
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Hey There!
I’ve added a lot of thing that are essential to this language, many new features and variable types and most importantly the units library, I published the VS Code extension to the Workshop, made a http and json library, an improved REPL mode and much more stuff!!!
Please look at the demo page. (https://sk.aloyak.dev)
After this I will start to work on other projects but I’m not over with this one yet!
I’ve added a lot of things in this update, I love to see how this project is growing so fast lol, Next ship will probably come shortly. These is the changelog:
match Statementtry-catch for Easy Error Handlinghttp and json LibrariesAny new features/ideas are welcome!
A new version will be publish after I upload this (0.9.7)
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@cyteon help me find a bug that happened to be hugely important because it didnt only affect partial bools but many other variable types such as arrays and ‘nones’, so that was fixed quickly and I pushed a new version (0.9.6)! This are the full changes
panic If Policy Error Handlingstring LibraryPS: 100 downloads on crates.io!
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https://aloyak.dev
This is my personal website where I keep all my projects and other information, it has a retro vibe and many cool animations. Fortunately I was able to get this professional domain from github education benefits so all my projects, specially this one, have a nice domain (which took too long to set up btw)
Thank You!
I don’t want this website to be too complex so it’s time to ship
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Finally finished with an exciting feature, after rewriting this a million times I’m done with the units library, its allows you to use variables with units (which means they transform into the quantity type) and also define your own units, this is the full changelog:
/* comment */)write() function to print without adding a new line.I’m running out of ideas to add so any suggestion is very much welcome. I’m currently working on a ffi for the language :)
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I’ve been working on some stuff that I believe to be essential for this language and they were fairly easy to do:
I was considering adding an ffi to this language but there’s a lot to finish before doing that!
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I like my website as it is right now, I think I will ship it after this update!
Any ideas about what to add next or feedback is very much welcome…
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I’ve added some stuff and now the page is looking a lot better. I’ve finished these:
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This looks nice!
ty!
Superb , its very unique, really cool!!
Hey there!
I’ve been working on many projects but I realized I didn’t even have a personal website, I created a very basic right now, currently available at https://aloyak.github.io/
I used nes-css for a retro 8-bit look and I think it looks pretty neat
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Hey There!
I really liked working on this project even tho I forgot to log almost 1/3 of my coding time. This is the SK Programming Language, it features a lot of high level functionality like variable type assumption, easy conversion and features many uncertainty-based functions. On top of this it has support for REPL mode, a website IDE, good enough documentation and much more stuff.
Please take a look into the demo website for all information
Thank you!
I’ve been trying to add the units library but right now it’s only syntax related, no real useage right now.
Also added the += and -= operators!
I think this project is in a very good shape right now so I’m going to ship it, but, this won’t be at all its last version. After the first ship these new features will be in the works:
The most basic functionalities are almost completed, there’s still a lot of work to do but I’m considering shipping this as it is right now and updating it later on, after a few hours of coding and then starting over I got some new features working!
x++ and x--)Currently searching for bugs and undefined behavior.
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PS: I also updated the documentation a little bit but i couldn’t log that time for some reason
Added a few interesting things:
TODO:
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This is starting to look in very good shape!
I would like to keep adding new things but I’m gonna take a little bit to study any possible bugs or undefined behavior to have a more robust code base
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The updated website: https://sk-lang.vercel.app/
Added a few important things!
TODO:
Look at this beautiful Fibonacci function!
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Huge update! The SK Programming Language now has a website with a lot of features.
CHECK THIS OUT: https://sk-lang.vercel.app
Created the SK Website which includes:
After this im going to focus on improving the interpreter with:
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Very small stuff added but I am pretty excited for this:
I needed to take some time off from coding the language so I focused a little bit on simple but useful stuff
The SK Programming Language: https://github.com/AlmartDev/SK
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I’ve been doing a lot of research to apply some of these so I spent most of my time actually reading documentations lol,
Very nice updates today:
take a look! -> https://github.com/AlmartDev/SK
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The SK Programming Language:
Improved the interpreter with a lot of new features!
TODO:
check out why SK is speciall here!: https://github.com/AlmartDev/SK
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Finished a super basic Rust interpreter for SK,
What was added:
TODO:
Why is The SK Programming language special? check out: https://github.com/AlmartDev/SK
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very simple stuff added, feedback & suggestions wanted!
Still using Chrome? try brave, it’s like firefox but actually private!
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Started the SK-interpreter!
I started designing and structuring the actual SK interpreter and finally felt like I had something good enough to start, at the moment the interpreter has:
Next steps would be to move this tokenized code into a Abstract Syntax Tree (AST).
Even tho this looks like any other high level lang, this one is different! see the cool features of the SK programming language at: https://github.com/AlmartDev/SK
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how’d you do the 3d mockup image? it looks cool
The SK Programming Lanugage: Uncertainty is a first-class entity, SK does not assume all variables have exact values. Instead, it tracks uncertainty explicitly throughout calculations, decisions, and control flow.
Added:
TODO:
I really want to start with the interpreter but I first want to make sure that this prototype made in python really represents my intentions with this language, its been a headache for the last 13 hours and I haven’t even really started :))
Hello People!
I managed to get a super basic prototype working using python as a base, but the idea is to build an interpreter in Rust or C.
Sk takes uncertainty as a fundamental part of its design, variables can be known, partially known or unknown and it allows you to work with them seamlessly. It has support for symbolic variables and has a nice syntax yet to come.
This is a simple example in python…
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Finally, ReadCoach 1.0! https://read-coach.vercel.app/
This website allows you to train your reading speed using RSVP, a method that cuts down the time you waste moving your eyes from word to word and also prevents you from using your inner voice for reading. A few sessions with this periodically will improve fairly your reading speed!
This version (1.0 Shipped) has all the features I would’ve liked to have if this website wasn’t programmed by me. Sadly, I had to cut some time on the backend, so there is no saving settings and texts for your account (yet! it is on the works)
Disclaimer: AI was used to create some texts (AI texts ID’s start with “A”)
Hope you like it!
@Almartdev
Final changes before shipping!
demo -> https://read-coach.vercel.app
TODO after shipping:
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you cooked so hard, i just tried the demo & the UI is amazing. love the idea behind this project :)
Biggest update so far!
demo-> https://read-coach.vercel.app/
Before shipping I will add a lot more texts and many other things!
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test it out! https://read-coach.vercel.app/
planning to add an interactive tutorial to explain this website and maybe even actually spending the time to make a user page with statistics and all that (it will take a lot of time)
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FINALLY managed to get a quick demo up and running (alpha version tho)
You can now test your reading speed with a few hand made texts, you should check it out!
Polishing is on the works!
you can check the demo here: https://read-coach.vercel.app/
:D
what is this project? the monkeytype.com but for fast readers, also helps you improve reading with interactive tutorials yet to come
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Suggestion - flashing words on the screen in at a fixed pace at such a big font size will give an artificially increased reading speed. The most time consuming part of reading is actually moving your eyes and scanning the lines. I tried a reading test like this, and it told me my speed was 900 wpm evn tho in reality its more like 300-400 wpm!
ADDED CUSTOM FONTS!
Look at that cool dynamic repositioning of the letters, this took so long to code…
There’s a lot more to come, although this isn’t open for the public yet :(
What is this project? the monkeytype.com for quick readers where you also learn how to double your reading speed in minutes using RSVP.
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Im building a monkeytype.com but for reading instead of writting!
I will be using a vite and tailwind because they’re cool and pretty.
For now this is just an idea idk how this is gonna work out
I hope this project is useful for someone because it was very useful for myself :) that’s why I’m very excited to work on this!
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