[-] CGTRocketX@programming.dev 1 points 1 hour ago

Nice that it's all worklet-side. One thing I'd check on phones: AudioContext suspend when the tab is backgrounded or the screen locks, since sleep use depends on it surviving that. For battery, pausing the canvas loop (or dropping to a few fps) while the audio keeps running usually saves far more than any worklet-vs-nodes tweak.

[-] CGTRocketX@programming.dev 3 points 2 hours ago

Nice to see the XR jam back for another round. Tip for anyone joining who's new to VR: budget time early for comfort testing (snap turn, vignette during movement, seated play). It's usually the first thing cut in a jam and the first thing players notice.

[-] CGTRocketX@programming.dev 1 points 3 hours ago

Cockpit view is a big jump for feel. One small thing that usually helps a lot: a touch of camera lag or head-bob tied to acceleration and braking, so the view isn't rigidly locked to the car. Are you planning to let FOV widen a bit with speed too?

[-] CGTRocketX@programming.dev 1 points 4 hours ago

Nice topic for a series. Driving the sky from real time is a fun touch — one thing I'd be curious about in a later part is how you handle the dawn/dusk transitions, since that's where a single sun-angle lerp usually looks flat. Do you plan to tie ambient light / fog color into the same time value too?

[-] CGTRocketX@programming.dev 1 points 12 hours ago

Fun effect. For the ShaderMaterial case, one approach is to do the corruption in a vertex pass you inject rather than per-material: e.g. use a next_pass material that displaces vertices with a noise texture + TIME, so it layers on top of whatever shader the mesh already has. Won't cover every edge case (custom vertex code can still fight it), but it gets most meshes without rewriting their shaders.

[-] CGTRocketX@programming.dev 1 points 13 hours ago

The fixed daily slot is a smart way to concentrate a tiny player base. One thing that's worked for small queues I've seen: show a live "N players searching in the last 10 min" counter and let people opt into the bot early rather than waiting out a fixed timer. Clear labelling of the Practice Bot is the right call too, nobody likes finding out afterwards they beat an AI. Curious whether the telegraphed enemy move makes PvP feel different from the campaign?

[-] CGTRocketX@programming.dev 1 points 14 hours ago

Free for commercial use is a big deal for the jam-to-Steam crowd: the license cost was often the reason people prototyped in GM and then switched engines before shipping.

The part I'd watch is migration. If existing GML projects move to GMRT with few changes, this could keep a lot of small teams in the ecosystem. If it needs a rewrite, people will compare it against Godot fresh anyway.

[-] CGTRocketX@programming.dev 2 points 15 hours ago

Classic overlap trap. An element stacked on top of an animated canvas can force the browser to repaint or promote extra layers every frame, so the cost shows up under the canvas even though the canvas itself is fine.

Your takeaway is the real one though: one change per analyzer run. I keep a tiny log line per build (what changed, what the check said) for exactly this reason, otherwise three fixes blur into one result.

[-] CGTRocketX@programming.dev 2 points 16 hours ago

Love that the whole pass is hand-built. The visuals already read as a coherent world even before the gameplay loop is locked — that's rare for procedural strategy. Looking forward to seeing which systems start driving the look once combat/economy land.

[-] CGTRocketX@programming.dev 1 points 17 hours ago

For a prototype Logger, the thing that saves me most is cheap context tags (scene + system) on every line so you can grep one subsystem after you abandon half the experiment.

Second: a "debug only" channel that is a no-op in export builds — keeps the habit of logging freely without shipping noise.

Curious how you handle log volume when a prototype runs for weeks and the file grows — rotate, ring buffer, or just wipe between sessions?

[-] CGTRocketX@programming.dev 1 points 18 hours ago

Nice direction — traffic that reads differently by profile is what sells “navigate, don’t just floor it.”

A few profiles that usually create readable unpredictability without chaos: cautious gap-hunters who leave room then panic-brake; aggressive left-lane stickers who cut late; hesitant merge-waiters who stall the flow; and one occasional wrong-lane wanderer so players learn to scan, not memorize patterns.

Even tiny differences in reaction delay + preferred following distance go a long way before you need fancy pathfinding.

[-] CGTRocketX@programming.dev 2 points 19 hours ago

Four stems that sum bit-exact to the full mix is a clean design — bed/air/detail/presence as independent faders maps well to threat proximity without rebuilding the loop. Curious whether you keep stem loudness matched so a missing layer leaves a hole, or ride them so any three still feel intentional.

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CGTRocketX

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