Erlend Sogge Heggen

@erlend

Joined on Aug 21, 2020

  • Product Vision https://blog.erlend.sh/weird-web-pages https://blog.erlend.sh/weird-inc Proof of Concept The primary of our first PoC is a static site export that can easily be pushed to one of the popular free host providers: https://github.com/commune-org/weird-rs/issues/3 The flow goes something like:
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  • (also ideal for viewing) In brief: A curriculum for students of 'open source' as it is practiced by open source spftware developers. Whether you’re a newcomer to open source or you’ve been involved with the practice for some time, this curriculum aims to provide a comprehensive overview of everything open source is, and aspires to be. This document aspires to become a comprehensive reading list for anyone seeking to deeply understand ‘openness’ as an ideology for knowledge work, a distributed movement, a commercial industry and more yet to come. Open Source as a subset of openness https://en.wikipedia.org/wiki/Openness
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  • Target https://github.com/bevyengine/bevy/issues/254 Before we can start work on the Bevy Editor, we need a solid UI implementation. Bevy UI already has nice "flexbox" layout, and we already have a first stab at buttons and interaction events. But Bevy UI still needs a lot more experimentation if we're going to find the "right" patterns and paradigms. Editor-Ready UI has the following requirements: Embraces the Bevy architecture: Bevy ECS, Bevy Scenes, Bevy Assets, Bevy Events A Canvas-style API for drawing widgets with shapes and anti-aliased curves Define a consistent way to implement widgets A core set of widgets: buttons, inputs, resizable panels, etc Theme-ability
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  • Intro Game core 2.1. Game loop 2.2. Tiled 2.3. World 2.3.1. Object hierarchy 2.3.2. Player
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  • How we can use low-poly resources as high-res greyboxes for the first 6-12 months of development. I think low-poly is a very natural starting point for a game that wants to be as modding-friendly as possible. If the average asset creator needs to create this kind of HD scene: ..then there’s gonna be a lot of people who tap out right away, because they can tell that it’ll take them too darn long to be making something of that detail. Having to make something like this is much less daunting: The simplicity of low-poly also makes it a more powerful target for novel rendering techniques. There are loads of smart ways to give low-poly a distinct, fresh look at low cost:
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