Projects now have descriptions

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2022-08-23 21:37:26 -04:00
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<div class="container"><div class="page archive"><h2 class="single-title animate__animated animate__pulse animate__faster"><i class="far fa-folder-open fa-fw" aria-hidden="true"></i>&nbsp;Butter Engine</h2><h3 class="group-title">2021</h3><article class="archive-item">
<a href="/butter-dejavu/" class="archive-item-link">Getting Deja Vu Right Now</a>
<span class="archive-item-date">08-08</span>
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<p>Butter Engine is a game engine made in LWJGL and uses its subset libraries for various tasks. What originally started as a simple rendering library to use LWJGL easier is now becoming a fully-fledged engine and with the hope to fill the same role as Garry&rsquo;s Mod in end-user development.</p>
<p>Although similar to other projects in ambition, the hope is to work on certain parts of the TODO list at a time. For example, spending some time on rendering and then transitioning to audio, to ECS, and back.</p>
<p>The checklist is available on the <a href="https://github.com/higgy999/ButterEngine" target="_blank" rel="noopener noreffer ">GitHub repository</a>.</p>
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<div class="search-dropdown mobile">
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<div class="container"><div class="page archive"><h2 class="single-title animate__animated animate__pulse animate__faster"><i class="far fa-folder-open fa-fw" aria-hidden="true"></i>&nbsp;Game Time</h2></div></div>
<div class="container"><div class="page archive"><h2 class="single-title animate__animated animate__pulse animate__faster"><i class="far fa-folder-open fa-fw" aria-hidden="true"></i>&nbsp;Game Time</h2></div>
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<p>Game Time is a Minecraft mod that tracks time spent in game. I have no idea where I put the downloads. Here&rsquo;s an excerpt from the &ldquo;Catching Up &amp; Centralizing&rdquo; post on what my plans are for this:</p>
<p><em>&ldquo;I think this would be more suited as a general-purpose desktop app that works similar to the way Steam keeps track of hours. It would also be a general-purpose, statistic-keeping app with a name change.&rdquo;</em></p>
<p>As stated, this is an intresting project that I&rsquo;m definitly going to revist and update.</p>
<p>There are no posts.</p>
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</article><h3 class="group-title">2021</h3><article class="archive-item">
<a href="/general-catchingup/" class="archive-item-link">Catching Up & Centralizing</a>
<span class="archive-item-date">08-08</span>
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<p>Just general thing, like this website.</p>
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<div class="search-dropdown mobile">
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<div class="container"><div class="page archive"><h2 class="single-title animate__animated animate__pulse animate__faster"><i class="far fa-folder-open fa-fw" aria-hidden="true"></i>&nbsp;Left Click Counter</h2></div></div>
<div class="container"><div class="page archive"><h2 class="single-title animate__animated animate__pulse animate__faster"><i class="far fa-folder-open fa-fw" aria-hidden="true"></i>&nbsp;Left Click Counter</h2></div>
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<p>It means what the name implies. Counts your left clicks in Minecraft. Downloads the latest release <a href="https://sites.google.com/view/toasty-modding/mods/left-click-counter-mod/downloads?authuser=0" target="_blank" rel="noopener noreffer ">here</a> (subject to change). Here is an ecerpt from the &ldquo;Catching Up &amp; Centralizing&rdquo; post about Left Click Counter mod:</p>
<p><em>&ldquo;The only thing I would change or work on with this is the system detecting left clicks. Which looking back, is not at all accurate. Although this would require me to change the updating system and as explained in <a href="/general/website/2021/08/08/general-catchingup.html#Centralizing" rel="">the centralizing section</a>, this probably won&rsquo;t happen.&rdquo;</em></p>
<p><em>&ldquo;I would like to&rdquo;</em>&hellip;<em>&ldquo;Update Left Click Counter mod to use this site for updating and whatnot, but seems very easy to over-engineer and mess up the update process. So Im going to leave it like it is for now unless I get bored and run out of projects.&rdquo;</em></p>
<p>There are no posts.</p>
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<div class="container"><div class="page archive"><h2 class="single-title animate__animated animate__pulse animate__faster"><i class="far fa-folder-open fa-fw" aria-hidden="true"></i>&nbsp;Sparticus</h2></div></div>
<div class="container"><div class="page archive"><h2 class="single-title animate__animated animate__pulse animate__faster"><i class="far fa-folder-open fa-fw" aria-hidden="true"></i>&nbsp;Sparticus</h2></div>
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<p>Sparticus was an overly ambitious project that focused on combining ray-tracing with a Minecraft PVP client. It was going to be made in Unity and compatible with multiple Minecraft versions. There were no versions ever released. This fell through as described in the &ldquo;Catching Up &amp; Centralizing&rdquo; post. Here&rsquo;s an excerpt:</p>
<p><em>&ldquo;Yeah ummm&hellip; got a little too ambitious with it. At the time of the announcement, I knew very little about Unity, and because of how Unity works at a very high level, you either use tutorials or sit confused about it, doing nothing. Aside from that, texturing alone took forever and got me burnt out. The networking, which was promising at first, turned into a system that I was making changes to with no idea if anything was working. Essentially a programmer&rsquo;s worst nightmare, being stuck in a pandamonium of whether to continue or not with something that would be a pain to debug later. I&rsquo;m not completely lost on the idea. Sonic Ether&rsquo;s ray tracer for Java Edition is still in early development and doesn&rsquo;t use any of the fancy RTX/DLSS features or the AMD counterparts. Continuum Shaders have similar goals, like redoing the graphics engine with the latest OpenGL and then going to Vulkan later. They also plan on using the new ray tracing and upscaling features too! Google Search Console for the website clearly shows people have an interest in high fidelity, PVP clients.&rdquo;</em></p>
<p>There are no posts.</p>
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<div class="container"><div class="page archive"><h2 class="single-title animate__animated animate__pulse animate__faster"><i class="far fa-folder-open fa-fw" aria-hidden="true"></i>&nbsp;TF2 in OpenGL &amp; Java</h2></div></div>
<div class="container"><div class="page archive"><h2 class="single-title animate__animated animate__pulse animate__faster"><i class="far fa-folder-open fa-fw" aria-hidden="true"></i>&nbsp;TF2 in OpenGL &amp; Java</h2></div>
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<p>This is an on and off project to make TF2 in OpenGL, so I learn more about the render pipeline. The goals of this project later became what <a href="/butterengine/" rel="">Butter Engine</a> was supposed to be. There are no releases availble. Here&rsquo;s an excerpt from &ldquo;Catching Up &amp; Centralizing&rdquo; for more info:</p>
<p><em>&ldquo;Postponed until Butter Engine is &ldquo;done&rdquo; read <a href="%5cbutterengine%5cupdate%5cprogramming%5c2021%5c08%5c07%5cbutter-dejavu.html" rel="">here</a> on my current work with Butter Engine for more info. I followed <a href="https://learnopengl.com" target="_blank" rel="noopener noreffer ">LearnOpenGL.com&rsquo;s</a> tutorial to get started on this. This was kind of my deja vu when working on Butter Engine.&rdquo;</em></p>
<p>There are no posts.</p>
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<div class="container"><div class="page archive"><h2 class="single-title animate__animated animate__pulse animate__faster"><i class="far fa-folder-open fa-fw" aria-hidden="true"></i>&nbsp;Underground Duels</h2></div></div>
<div class="container"><div class="page archive"><h2 class="single-title animate__animated animate__pulse animate__faster"><i class="far fa-folder-open fa-fw" aria-hidden="true"></i>&nbsp;Underground Duels</h2></div>
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<p>Underground Duels is a project to make an FPS game to run on my school&rsquo;s chromebooks. No releases were ever published. Here&rsquo;s an excerpt from &ldquo;Catching Up &amp; Centralizing&rdquo; for more info:</p>
<p><em>&ldquo;This project started sensibly as a way to play a deathmatch FPS on school Chromebooks and learn how to use Mirror Networking at the same time. One small problem though, FPS games are very mice reliant. The alternative would be to have keys on the keyboard function similar to joysticks. It also always bugged me that the only way people talked about networking movement in Mirror was through always trusting the client. This bugged me a lot. Then I remembered of The Ship. A fun, murdering delight with the remastered (Remasted) made in Unity! But no progress was made here either as it&rsquo;s extremely hard to decompile and C# out of Unity 2015 due to so many issues with version compatibility that it&rsquo;s not worth the hassle for anyone to do. The remastered version is broken now as no localhost connections will work despite whatever configuration. I sent an email to their support team on the issue and offered my help to fix it, but I haven&rsquo;t gotten a response.&rdquo;</em></p>
<p>There are no posts.</p>
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<div class="container"><div class="page archive"><h2 class="single-title animate__animated animate__pulse animate__faster"><i class="far fa-folder-open fa-fw" aria-hidden="true"></i>&nbsp;Weeb Detector</h2></div></div>
<div class="container"><div class="page archive"><h2 class="single-title animate__animated animate__pulse animate__faster"><i class="far fa-folder-open fa-fw" aria-hidden="true"></i>&nbsp;Weeb Detector</h2></div>
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<p>Weeb Detector was a prank I made to use on my brother, since he started watching anime. He deserved this punishment fully. I made a video on how to set it up and a code walk-through aswell. Here is an excerpt from &ldquo;Catching Up &amp; Centralizing&rdquo; on future plans:</p>
<p><em>&ldquo;Although just a one-off thing, I may add more prank features or make it Linux/MacOS compatible. It did help me get more familiar with networking in Java.&rdquo;</em></p>
<iframe width="560" height="315" src="https://www.youtube.com/embed/grI_YSRRoBY" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
<p>There are no posts.</p>
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