Tried burning Goblins, didn't work. As far as I see, all I can do is paint the World red, and swirl it around with LMB/RMB respectively. And move the Viewpoint with WASD.
You do seem to have a memory leak of ~1.5mb/s at ~60FPS tho, so it seems that something is using up roughly 25kb per Frame.
Yes, that's all you can do in the last uploaded version (plus zoom in/out with I/O and look at some debug stuff with L). I didn't manage to get real gameplay in there by the end of the demo day- I hope to have something more polished the next time we do something like this.
Thanks for giving it a download and play! And thanks for the heads-up on the memory leak- turns out I didn't understand how you're meant to use openGL fence syncs. I thought you called glFenceSync every frame to synchronize stuff, but that actually creates a new fence object. Whoops! It's fixed now, and the memory leak is gone. Thank you!
I'm sorry about that! The laptop's power shouldn't be a problem so long as it's from the last 10 years and has OpenGL on it-I dev/test the game on a 2011 thinkpad. It's probably a problem with how I set it up for windows (although of course it ran fine on the win11 machine I tested it on...)
I'll need to setup win10 on a testing machine. Sorry it didn't work for you, that's really frustrating.
(If you're up for it, you could run the game's exe from console- it'll probably put out some kind error message when it crashes.)
Probably the last update of this game jam... and possibly the best one yet!
You can now control the fluid simulation with your mouse!
LEFT-CLICK to add heat/red ink!
RIGHT-CLICK and DRAG to drag the air, blowing the ink around!
MIDDLE-MOUSE to rotate and zoom the camera.
WASD to move the camera!
Thanks to everyone who tried out this very early prototype/tech demo. Whenever and wherever we show off our games to each other next time, I'll be there with some real gameplay!
They are! Not yet, it's a tech demo at present, though I hope to have a build with some gameplay out by the end of the Demo Day.
It's written in Jai, Jon Blow's new language. The engine is homebrew, but uses some libraries - Jai comes bundled with a bunch of modules, including one that I'm using for cross-platform window creation and setting up openGL contexts, text rendering, drawing primitives/sprites, etc. The language's modules are very hackable, which is nice.
There's a lot of raw OpenGL in the code, especially for the fluid dynamics simulation and rendering, which is done by having two textures for the fluid sim state (one 'now' and one which is for the next time step), and having the fluid sim shader read from the first and render to the second texture before the texture handles get swapped.
Please note: This is a tech demo, and doesn't have gameplay yet! At the moment, all you can do is make a goblin walk around in the little environment and watch the fluid sim run.
Quick update: now the fluid sim is rendered in the world, so I've disabled the sidebar debug render by default.
Comments
Tried burning Goblins, didn't work. As far as I see, all I can do is paint the World red, and swirl it around with LMB/RMB respectively. And move the Viewpoint with WASD.
You do seem to have a memory leak of ~1.5mb/s at ~60FPS tho, so it seems that something is using up roughly 25kb per Frame.
Yes, that's all you can do in the last uploaded version (plus zoom in/out with I/O and look at some debug stuff with L). I didn't manage to get real gameplay in there by the end of the demo day- I hope to have something more polished the next time we do something like this.
Thanks for giving it a download and play! And thanks for the heads-up on the memory leak- turns out I didn't understand how you're meant to use openGL fence syncs. I thought you called glFenceSync every frame to synchronize stuff, but that actually creates a new fence object. Whoops! It's fixed now, and the memory leak is gone. Thank you!
Couldn't get it to work on my laptop.
Oh no- what did it say? Are you on windows?
it briefly shows a windowed dark blue screen and then shuts down
I'm on windows 10 although my laptop isn't the best, might be why
on task manager it always opens for 9.2mb memory before it closes
I'm sorry about that! The laptop's power shouldn't be a problem so long as it's from the last 10 years and has OpenGL on it-I dev/test the game on a 2011 thinkpad. It's probably a problem with how I set it up for windows (although of course it ran fine on the win11 machine I tested it on...)
I'll need to setup win10 on a testing machine. Sorry it didn't work for you, that's really frustrating.
(If you're up for it, you could run the game's exe from console- it'll probably put out some kind error message when it crashes.)
I have t420 so probably around same time.
Nice! I've got an x220 here.
Probably the last update of this game jam... and possibly the best one yet!
You can now control the fluid simulation with your mouse!LEFT-CLICK to add heat/red ink!
RIGHT-CLICK and DRAG to drag the air, blowing the ink around!
MIDDLE-MOUSE to rotate and zoom the camera.
WASD to move the camera!
Thanks to everyone who tried out this very early prototype/tech demo. Whenever and wherever we show off our games to each other next time, I'll be there with some real gameplay!
pretty cool, i dig the graphics. could become schizokino with a nice gameplay
cute gobbos. Am I supposed to be able to do something?
tech stack?
They are! Not yet, it's a tech demo at present, though I hope to have a build with some gameplay out by the end of the Demo Day.
It's written in Jai, Jon Blow's new language. The engine is homebrew, but uses some libraries - Jai comes bundled with a bunch of modules, including one that I'm using for cross-platform window creation and setting up openGL contexts, text rendering, drawing primitives/sprites, etc. The language's modules are very hackable, which is nice.
There's a lot of raw OpenGL in the code, especially for the fluid dynamics simulation and rendering, which is done by having two textures for the fluid sim state (one 'now' and one which is for the next time step), and having the fluid sim shader read from the first and render to the second texture before the texture handles get swapped.
That's awesome! I'd like to try that someday. Is it still in closed alpha?
They're calling it closed beta now! 150 people-ish? A few more are added every few weeks or so.
Please note: This is a tech demo, and doesn't have gameplay yet! At the moment, all you can do is make a goblin walk around in the little environment and watch the fluid sim run.
Quick update: now the fluid sim is rendered in the world, so I've disabled the sidebar debug render by default.
Controls:
WASD to move camera
right click+drag: rotate/zoom camera
left click: tell your goblin to walk here
I/O: zoom in/out
L: show/hide debug info
I don’t have any real understanding of this at all but the real goblins look fun.
Yeah, ATM this is just a tech demo for the character animation and fluid sim. Expect actual gameplay next demo day!
Actually, out of interest, did you play the windows version? I dev on linux, so I wasn't entirely sure it would work...
Linux.
Cool, thanks!