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#projectspecialk

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I feel like I've reinvented the wheel with this attempt to not load multiple copies of the same texture file, and the result is a bumpy piece of shit. I randomly get violations in the destructor when it's white.png or fallback.png, that have a high ref count.

github.com/Kawa-oneechan/psk/b

There's probably a way to do it with std::shared_ptr but the details evade me.

GitHubpsk/ProjectSpecialK/Texture.cpp at main · Kawa-oneechan/pskProject Special K. Contribute to Kawa-oneechan/psk development by creating an account on GitHub.
Continued thread

What I'd like to do is render these pieces in the correct orientation, including the grass bits on top, but somehow make the actual grass texture always appear such that it faces right-side-up, like it does on the unrotated flat ground.

How would I do this?

And my third #ProjectSpecialK
question in a row, this time NOT related to OS differences!

In ACNH, the dialogue text is stored in MSBT files, or "Message Studio Binary Text". This format allows markup and dynamic effects, among other things.

In PSK, I use plaintext with "<tags:like:this>" for the same effect, stored in sets of JSON files.

Commonalities? There's commands and all strings have keys. That's it!

But it's not made in Message Studio, nor is it binary. (cont...)

#AnimalCrossing: every regular villager has their own copy of the mesh, which is a waste *but* it allows things like Ankha's snake thing.

Original #ProjectSpecialK idea: Ankha and such get their own mesh and a flag to inform it, but the rest of 'em share a common mesh.

New idea just now: Ankha and Raymond share the same common mesh as *all* cat villagers, but the snake and glasses are separate, villager-specific accessory meshes.

Now imagine the deer.