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Oh btw I'm streaming!

I've been working on engine code, specifically around moving and attaching toys/objects to each other.  After some angst, I think I've got an improved solution. There's two things I wanna talk about here:

I took a break >.>;

This is taking a while cause some IRL stuff came up and wiped me out the last week or so. These posts are pretty disorganized for the same reason- I'm still getting myself back together. 

It is... not easy for me to accept that I need breaks sometimes. I don't know exactly how I should be presenting this to you, my supporters. I just want to be straight with you. Last week sucked, I didn't do much work, but I'm getting into the swing of things again and am doing better and better.

>.<

The role of positioning

Oh yeah also this is a whole technical thing- We need to be able to tell where the mouse is holding a toy (in screen coordinates) on the character (in animation rig coordinates) to position it (in world coordinates). Also rotation/depth. Lastly, there's keeping track of what positions are important, and how to apply them between two interacting objects (in p*netration for example).

It's just... incredibly important, mind-numbingly basic, and annoyingly hard.

It's been a struggle to find a complete solution for this since I'm meshing a normal game engine with an ECS structure. It needs to be basic but flexible for my purposes. Specifically, this is a game about body parts interacting, so there needs to be a way for things to talk to each other without the code getting insane.

It's been a couple weeks since starting to tackle this problem. I've researched it in other game engines and it turns out I'm pretty much doing what I need to. This third iteration on the idea will hopefully be the last.

Attempt 1: I tried a unified solution where all things use the same set of position tracking code, but they ended up tripping over each other. 

Attempt 2: Then I tried splitting them into separate uses, but they ended up being way too split up for something so basic. 

Attempt 3: This time it's a mix. Anything needing a position from something else will have to do its own unique calculations to figure out where to go, while objects in space will passively track their own positions. Really, it's the communication between them that's the hard part. I need to smooth that out and let the positioning code itself be a bit painful. 


... that's all for now! 

Sorry about the rushed nature of these past couple of posts. I'll be going through my backlog of messages and comments on various platforms soon. Thank you guys for the support. I'm getting back into the saddle with this stuff but it's taking some time >.<

<3!!

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