Angular Velocities in Unity

Recently I was at a hackathon, and as you do at hackathons I decided that I wanted to make the companion robot for our game float around using actual physics. A long time ago I used to be into Kerbal Space Program, and back then I wrote a script in-game that simulated a suicide burn…

Running Ninja in Windows PowerShell

I’ve been on a journey recently of trying to get nvim, cmake, msvc, and ninja to all play nicely together, while trying to keep build scripts and configurations cross platform. So here’s how I make it so that I can throw open any wt terminal and immediately run build commands without having to do any…

WASM needs better debugging

This is a rant, you have been warned. I recently was messing around with Binaryen as a possible alternative to LLVM, I always find that the best possible way to learn the true capabilities of something is to quickly try to use every feature you need at once. For me this meant setting up a…

Implementing C++ tuples from scratch

I’m currently in the process of writing my own c++ inspired embedded scripting language for the game engine I’m working on, and the current feature that I’m working is implementing templates. Hopefully it’ll make it so that engine ECS api code is much cleaner. Anyway, while working on this I realized that at some point…

Brane Engine Weekly Update #5

Brane Engine Weekly Update #5

We now have rendering in the editor my friends! After an entire week of refactoring the graphics backend, one of the most important features of the engine is fully functional. It could have been done faster if I just set up clipping plains on a hardcoded render pass, but I wanted to fully refactor everything…

Brane Engine Weekly Update #4

Hello everyone, there are pictures this time! This week’s big update is: Things will start happening again. I’ve finished the lion’s share of the reactors I wanted to do to the stuff I’ve already built so visible progress will be made once again. First off, due to the reactors mentioned in the last update and…