#BeckettEngine
This is *exactly* the result I expected and hoped for.

youtu.be/mrIKJ0rrbeY

#BeckettEngine #ProjectSpecialK #gamedev
Beckett Engine: Vaartis Cache implementation test
YouTube video by Kawa
youtu.be
June 29, 2026 at 8:13 PM
This dude gon be SO disappointed X3

#beckettengine
September 23, 2026 at 1:48 PM
I should work on that drop-shadowed text label thing tomorrow. Oomfies, give me strength.

#gamedev #opengl #BeckettEngine #ProjectSpecialK
August 20, 2025 at 8:46 PM
I don't even know, man.

#BeckettEngine #ProjectSpecialK
November 17, 2025 at 9:22 PM
Had an idea for a feature in the camera in #BeckettEngine (which technically isn't part of the engine itself (yet?)) and tested it on the train scene I made for #ProjectSpecialK.

Then I turned around for this picture. Hi @quest64official.bsky.social!
May 15, 2026 at 7:34 PM
Plaintext descriptions, .png, .ogg. Packed in folders or zips, loaded in turn, sorted by priority dependency and name as specified in a metadata file. Later files can replace earlier, some can be patched. Base game data is a mod too.

Do you have a better system to suggest?

#gamedev #BeckettEngine
August 15, 2026 at 8:30 AM
I should not be getting all these little ideas for #BeckettEngine before the bigger, more important features are in. And yet.
September 22, 2026 at 2:10 PM
Should I consider using AI in my programming projects like #BeckettEngine and #ProjectSpecialK and/or allow pull requests made by/with AI?

I'd make this a poll but I'd like to see the reasoning behind the answers.
September 24, 2026 at 10:38 AM
Euggh. Caught myself thinking about different ways to handle interaction triggers in #BeckettEngine again. Kawa you fucking dumbass, you can't even interact with anything yet! Not in 3D *or* in 2D.
September 23, 2026 at 10:50 AM
Hello who's this? Who's that sitting between the Beckett Engine and Quest 64 posters?

#ProjectSpecialK #BeckettEngine
January 24, 2026 at 7:27 PM
Just updated the copy of the #BeckettEngine code in #ProjectSpecialK to the latest, which brings a somewhat reworked scripting paradigm.

After a lot of rejiggering, it compiles... but I'm too afraid to try and run it.
September 6, 2026 at 2:08 PM
It's not much but it's a step.

#BeckettEngine #SuccubusFarming
April 2, 2026 at 7:58 PM
I'll put the deadzone slider on the list for #BeckettEngine.
November 11, 2025 at 8:55 AM
1. Animation
2. Shadowmaps
3. Special villagers' outfits

Decisions decisions.

#ProjectSpecialK #BeckettEngine
January 20, 2026 at 6:10 PM
Brain, can you stop thinking about making a platform game in #BeckettEngine for FIVE GODDAMN MINUTES?
May 8, 2026 at 8:37 PM
Can the #BeckettEngine do first person point and click games ala #myst?

Eh, let's say it's feasible.
February 22, 2026 at 10:44 PM
Okay so #BeckettEngine right now has an std::vector of game objects (that in turn have child objects in a vector, like a tree). To delete one it's flagged, to add one you use a separate "add these" vector because both actions invalidate iterators.

How can this be improved?

#c++ #programming
October 23, 2025 at 11:35 AM
Six months later, no takers. No ideas given on how to do DLL replacement attacks in #BeckettEngine.

I'd like to see this as an absolute win.
Back in October last year, I switched #BeckettEngine from FMOD to SoLoud for audio, mostly to reduce the amount of DLLs involved. The only ones used ought to be the ones that come with the OS.

At the time I figured it'd be a nice way to avoid DLL replacement attacks.
August 5, 2026 at 7:54 PM
I was afraid the documentation for #BeckettEngine would be lacking. Because of my low self-esteem, y'see?

So I compared it to Hazel and Wicked and I felt much better.

(1/3)
July 19, 2026 at 7:05 PM
This is what you get when you implement vertex pulling for sprite quads, use a sprite to render a sky behind the world, and accidentally remove the "gl_Position.z = gl_Position.w" line.

#OpenGL #BeckettEngine #ProjectSpecialK
June 2, 2026 at 2:22 PM
Considering removing the dependency on Sol and Lua from #BeckettEngine and instead have the game itself provide functions to do conditional text and user-defined tags. Which may be done via Sol in turn. Make it script-agnostic on the engine's side.
July 21, 2026 at 2:08 PM
#BeckettEngine has no scene editor, only compiles on VS 2015, and is missing several important 3D features.

I feel there's no reason for others to use it, so I've barely the motivation to add those features, and nobody else is likely to.

Realizations suck ass.
May 4, 2026 at 7:34 PM
The only other person with any stated interest in using #BeckettEngine seems to be @letrune.bsky.social. I wrote a framework for Myst-style gameplay and send her binaries so all she needs is scripts and images.

Ain't nobody else interested, and nobody else helping out. Feels bad, man.
May 6, 2026 at 6:02 PM
Back in October last year, I switched #BeckettEngine from FMOD to SoLoud for audio, mostly to reduce the amount of DLLs involved. The only ones used ought to be the ones that come with the OS.

At the time I figured it'd be a nice way to avoid DLL replacement attacks.
January 12, 2026 at 2:50 PM