In the modern era of game engines on top of programming languages on top of hardware libraries and hardware
acceleration, we have quite a handful of resources and headstarts when it comes to something as simple as
drawing to the screen. And with hardware + software libraries such as OpenGL, DirectX, and Vulkan, we can
accelerate the process of drawing 3d objects to a screen to an increibly short time-frame.
Knowing this, I decided to throw that all away and see how I could manage to draw something 3d to the screen
in a close recreation of Basic, with absolutely no help whatsoever.
Solar Glyphs is a visually based solar system sim. Everything, is rendered as a glyph, using a technique written
about by Valve. In this small sim, each planet and moon has it's own data you can read about, with
all the information originating from NASA.
There is an actual simulation part of this project. However, this massively drops the framerate, and at high
speeds, doesn't work as intended. However, it does look nice, and is a fun experience to play around with
This Cellular Automata simulation, is based off of Langton's Ant. Hence the name, being shortened
to Lants. Langton's Ant has a few properties that are explored here. That being it's multiple rulesets, it's
highways, and how ants should interact with eachother, even on different rulesets.
This sim is chunk based, so when an ant leaves the highlighted area, it will create a new chunk. This way,
Lants has a very large area for ants to explore. That being, from negative (2^63) to positive (2^63)
individual chunks, each with a 32 by 32 set of tiles, or cells.
Arvopia 0.8 is a discontinued update for Arvopia. As things are moved over to C++,
development on a new Arvopia in C++ will begin eventually. For now, however, Arvopia 0.8 has a sneak peak at
what it was supposed to be.
Overhauling the graphics was a big change in this version, much more work on that was to be done, however
the changes in this demo are already drastic. Lighting is revamped, player animations are completely
overhauled, and it all (supposedly) runs at a much smoother framerate.
If you want to see the full details, or download and try it out yourself, head over here
The latest release of Arvopia
Arvopia 0.7 was updated with a heavy focus on modding support, and to be able to change
anything about the game. Story lines and quests are supported, though not used quite yet. Creating NPC's is
a possibility though.
But this update adds more than just modification support, it also adds player
customization, new GUIs, better trading system, fully functional inventory, a full audio system refix ith a
new song, as well as many redesigns.
Arvopia is an indie tile-based random game about exploration and collecting resources with some rpg
elements. Arvopia started back in 2017, around November. Development on Arvopia continued from then,
and lead to bigger (and better?) updates. Now with creatures that roam the world, villagers that you
can speak with, and quests and achievements you can unlock!
Super Marbo was a little project I started two years ago, just to see if I could recreate
the classic Super Mario Bros. I then dropped it, and picked it back up in October of 2019.
It's essentially a buggy version of Super Mario Bros. with added features such as infinite
lives, time, and unlocked screen scrolling, as well as New Super Mario Bros. mode and LAN multiplayer
support. Worth the time though, it's very fun to play regardless of how buggy it may be.
Another little project I had started a few years ago in the form of Flowfield, only to pick it up again in August of 2017 for my "Outdated Updates"
video series. It is a simulation where you drop particles onto a 'vector-field' and let them travel around
it to see what they make.
It's a fun little 'art tool' that can produce some very strange results. Anything varying
from a galaxy to an actual painting that could be hung up in some modern art museum. Overall really fun to
play around with.