Angel Munoz
@tunaxor
One of the 12 #fsharp devs in the world, trying out kotlin and #buildinginpublic fun, I started this journey around 2013. Other social media, not an OF 😆 Mexican, so spanish sometimes
Since Kipo was the only raw MG game I had, it was a good candidate to test on. Adding the Vulkan target was as smooth as simply adding a new project. Kudos on the new release
Even for a no-vision model it got a hold of what I did and can come up with decent #fsharp code
One of the things I added to Mibo was the 2D layout which is a grid based layout. I'm using Tiled2D to build "patterns" in this case floating islands And then let GLM run on the file, identify patterns and convert them into "stamps" which work with the 2D layout API
With 2.0 out... Let's see if I can finally port Kipo to Mibo's architecture and style. originally Kipo was full blown Let's see how this game dev shit works and while I was happy with some of the results. I figure out there should be a better way to do it
You should never learn how to bake sourdough bread, there's no end to this
A few months ago my wife painted this and put it in the bathroom, today my 6yo caught the hidden joke. He rofl'd for quite some time
Not the perfect post-process fog but it kind of works. Mainly it was introduced so I could test that the post processing effects received the right depth value. this means you can implement post process shaders that require depth (like this fake ass fog)
Now its car's turn forcing the agents to use the docs only has already surfaced some issues that I need to address. I would have never expected that getting started with games was relatively easy (given that I outsource all the math to LLMs)
Closing the gap between Mibo for monogame and raylib can you tell which is which? I can't wait to release v2 for Mibo I want to rest
This v2.0 implements the same backend functionality twice (one for each), other shared attempts I tried were really annoying for userland code and that's what I'd like to avoid the most. anyways.. my head can finally start resting a bit
I truly loathe working with 3D rendering and shadows. Neither the clankers nor I know how to fucking make them work but here we are. PR is up and this should seal the deal to release Mibo 2.0 soon (this is rendering in monogame directx btw, not raylib opengl)
Ugh, progress at last. This week was a long one, but here we go monogame backend and raylib working side by side there's still work pending but Mibo 2.0 is coming soon (as long as I don't get distracted or burned)
Looks like the prototype is prototyping I need to cleanup this, decide what goes on the framework and what goes on client packages seems simple but something feels fishy
I know I live in the past but I made a small and sloppy metro web component the windows 8 version (with a few win10 changes but mostly just windows 8)
Ahh, a background always always makes things better than they look (and actually are lol)