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gj2022's Introduction

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Over 650 PRs for Space Station 13 and counting! https://github.com/BeeStation/BeeStation-Hornet/pulls/PowerfulBacon

Some things I have worked on:

Space Station 13 Fancy Lighting

A beautiful shadow based lighting system utilising some fun transformation math. Unfortunately due to the restrictions of the engine, I was unable to overcome the client lag caused by Byond's KEEP_TOGETHER flag causing lag when rendering lights. ss13_lighting_2 ss13_lighting_3

Random art

syndie base png space ian

GGJ2022

Some screenshots of a rimworld inspired game I made in 10 days for the global game jam 2022.

151660809-42c4ef5e-74f9-451c-80ab-d45a63042c6b

gj2022's People

Contributors

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Watchers

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gj2022's Issues

User interface

Create a user interface renderer capable of drawing quads, images and text to the screen.
the UI should display some stats like people alive and stuff and have buttons that can be pressed to place bits onto the station.

Also should have position mode like on text, where they can be displayed in screen coords or world coords. (Right click could open up a menu with buttons at a world location for example.)

Required components:

  • Buttons (Comes with text) (Click reaction, effect when hovered)
  • Text
  • Images (Display icons on the screen)
  • Boxes (A square with a set colour)

4th rendering engine rewrite

This time needs to support the ability to have custom data loaded into buffers dynamically and render stuff based on the interfaces, removing the references to Renderable.

OR:
We seperate entities from their renderables, and have renderables as a variable on entities that specifies rendering functionality.

RenderSystem:
Needs to have a render cache type.

Render caches need to be able to have variables added.

Rooms can be assigned functionality

Rooms can be given purposes which will define what is put in them.
For example an EVA room will hold space suits, the armour will have guns.

Possible memory leak

When you create a large blueprint, the memory usage starts climbing and never stops. There is a memory leak somewhere, possibly related to why rendering completely breaks.

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Adding more blueprints makes less batches??

Rendering bugs

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Sometimes things just don't render. Might be a result of the drop bug mentioned in #69

Doors

Rooms need a way to be entered and exitted

Prototype Release Goals

As 30/01/2022 rapidly approaches there are 3 main features I would like to add, however I lack the time to implement them all.
We will have to choose which ones we want.

  • Mining - The ability to designate areas to be mined and to get resources from mining rocks.
  • Enemies - Some kind of enemy in the world that endangers your pawns. These could be space carp or raiders. (This implies adding health and weapons)
  • Rendering improvements - Add in SS13 textures for people, as well as their equippable icon states. Implement directional rendering and animation states.
  • Environmental Hazards - Implement atmospherics and pawns requiring space suits to be protected from them. Pathfinding will not path through dangerous areas.

Representation of people

People are drawn as coloured circles, with the colours representing their faction.
They will move around autonomously and keep themselves alive and perform actions.

You can click on them to select, and right click to order them to perform actions such as move, attack or whatever.

Colours:
Green - Station crewmember, trusting + can give orders.
Yellow - Station crewmember, defecting. Cannot be given orders.
Blue - Emergency response teams, cannot be given orders.
Red - Hostile to the station, cannot be given orders.

ConcurrentModificationException

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[ERROR][23/01/2022 16:24:03] System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
   at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.KeyCollection.Enumerator.MoveNext()
   at System.Linq.Enumerable.ElementAt[TSource](IEnumerable`1 source, Int32 index)
   at GJ2022.Subsystems.MouseCollisionSubsystem.Fire(Window window) in E:\GJ2022\GJ2022\GJ2022\Subsystems\MouseCollisionSubsystem.cs:line 58
   at GJ2022.Subsystems.Subsystem.Update(Window window) in E:\GJ2022\GJ2022\GJ2022\Subsystems\Subsystem.cs:line 184

Add in proper turfs

Turfs act as a base for all objects.
World requires a GetTurfAt(x, y) method

Pathfinder doesn't work with restricted directions

The pathfinder needs to be able to tell not just which nodes have been searched already, but from what direction they were searched from. (If there is no gravity, the same node can be searched twice but from different directions)

Ability to remove blueprints

Right click, hold and drag should have the ability to remove blueprints.
Use line renderer to display a red ring around areas deleted.

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