2.7 million on a head shot from Nemesis after today's patch is nice. Up from 2.2 Mill before. πŸ˜‚

My Father's Day present: The Happiness Hypothesis by Jonathan Haidt. Looks to be interesting.

As if CP2077 couldn't get any cooler, Keanu is in it. 😎

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I am a bad dev, mainly for proctrastinating this morning, but also for installing synthwave '84 for VSCode. (Hey, I was a teenager and there, man! I have the right!)

New interface for SubQ now I've discarded the idea of having a forward-view in the top-right console.

Depth should be better represented by the blue gradient on the main map, with # symbols still indicating rock/impassible terrain.

The targeting console will be used to display, um, targets. As I plan on a detailed damage system for subs (hull, flooded bulkheads, fires, etc.) this square-based view, a la BATTLECHARS, should work well.

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Salmiakki and D&D. Noms.

Also: my Mountain Dwarf is in plate armour on a boat. What could possibly go wrong?

So I have a problem with the way I'm rendering my display that I need to think around (see attached quick view).

That cell is adjacent to the current cell (relative position is [-1, 1]). That means its relative angle is 45 degrees. Makes perfect sense, but it also screws up my display as I'd want an angle of 5 degrees to intersect a cell that is adjacent to the current cell.

The maths is right, but it means the first cell at a relative angle of 5 degrees is 8 cells away. Hmm.

Finished the first pass at scope/tactical view. It needs more work, but it'll do for now. It also seems to bug out and hang when I change depth. I'll work on it more tomorrow.

You have no fucking idea how happy this makes me. Knowing my (player's) left/port from their right/starboard.

My one bit of this week. Calculating distances for cells so I can finally finish rendering that console on the top-right. πŸ˜†

I'm getting somewhere playing with ideas for my submarine . So here's an animation of a sub with a bearing (initially 90 degrees) and an independent periscope bearing (initially 0 degrees relative) moving its scope and then moving itself and then moving its scope after moving itself. No collision detection yet.

The goal will be to render the tactical "forward view" relative to scope bearing. I'm not quite SURE why yet, but it feels like a good design direction.

Been fiddling with FOV and how I'm going to use it to render the console top-right (which is a "forward view") in a way that is meaningful to the player and has a tangible game effect.

I've got the calculations done (finally!), I just need to decide how the green-yellow area on the main map will translate to the tactical console and whether to keep it a circle/cylinder or change to a square/rectangle.

Latest personal screenie. I'm fiddling with FOV in the sense (lolz...) of pings/sonar.

I *think* I might be able to use the GoRogue library to solve some of the maths that I've been putting off as well. This is good. πŸ˜„

More . Getting somewhere with colours now and have spent the morning absolutely wrangling with the code to put the little white outline that shows where you're moving to, onto the map. I'm also having to do some gnarly maths with viewports and relative positions and it's not pretty.

And it has rounding errors I need to fix.

And the overlay console blocks mouse events. So I need to fix that, too.

Hey! At least I have multiple world entities rendering now (the green dot). πŸ˜‚

A bit more work on my game map. Randomly adding a lighter colour to certain water cells gives points of reference when moving (though the colours need a bit of work I think).

Our DM has been up to his usual tricks building dioramas for us. We're spoilt players. The levels lift off so we can move our minis around inside. 😍

As a reference, this is a blown-up copy of the slice of the heightmap that I used (with light levels slightly increased so it's at least vaguely visible).

Okay, well that worked WAY better than I expected. Only took me about half an hour to convert a (slice of a) heightmap into a depth-map (a linked-list of 2D arrays, each containing "walkable" water or rock).

Looks much improved over my spikey, organically-grown maps and also means (and this is going to be incredibly useful) I can pre-generate massive maps (e.g. 32K on a side) and load regions in chunks.

Pretty chuffed at that. πŸ˜€

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