#Wicked_Haywire
#godot #indiedev #gamedev #Wicked_Haywire
The simulation system needs tweaks and has quirks, but is implemented. New gizmos to demonstrate. 🧵
August 10, 2026 at 5:05 PM
Today I've been trying to crack the wire drawing problem in my circuit sim #Wicked_Haywire. #godot #indiedev #gamedev
It still isn't possible to edit the wires. That's the bigger challenge.
June 20, 2026 at 2:56 PM
#Godot #Gamedev Does anyone have tips or insight on how the wiring of components in #Logisim works? I want to make my own circuit simulator work in the same way. #Wicked_Haywire.
April 9, 2026 at 6:57 AM
#Godot #indiedev #gamedev I have some more electricity, so I've been adding more UI to #Wicked_Haywire. A lot of other Digital logic specific functions have also been added. Creating components accounting for different orientations is a pain. Some layouts require a custom scene.
February 3, 2026 at 11:18 AM
#godot #indiedev #gamedev #Wicked_Haywire
The biggest technical hurdles for this project seem to be behind me. I've finished refactoring Gizmos, making them fully configurable. Now it's a matter of time to implement and design Gizmos and the UI.
August 6, 2026 at 3:46 PM
Today I've messed around with localization in #Wicked_Haywire. #godot #indiedev
What would you translate the title of application in #esperanto?
June 26, 2026 at 8:05 PM
#godot #indiedev #gamedev #Wicked_Haywire
I've been debugging and adding features to the simulation system. Most problems aren't with the simulation system itself, but the protocol gizmos use to signal each other.
Featured are:
Push Switch
LED Indicator
Slide Encoder
Monostable Latch
Bistable Latch
August 15, 2026 at 12:57 PM
I've added more function to the wire drawing of #Wicked_Haywire. It required some dot products to detect if the mouse is over a wire. Here's a demo of the technique:
#godot #gamedev #indiedev #math
June 21, 2026 at 7:15 PM
Today we have a Dijkstra's algorithm implementation, applied to a grid. Multiple targets can be given and it will make paths to the closest one from the start point.
This is meant to analyze graphs drawn in #Wicked_Haywire, so we can find which sockets connect together.
#godot #indiedev #gamedev
June 25, 2026 at 2:16 PM
#godot #indiedev #gamedev Finished the algorithm for drawing and editing wires in #Wicked_Haywire.
You may play with a demo here: github.com/Theklo-Teal/...
GitHub - Theklo-Teal/Godot_Graph_Drawing: A demo of a technique to draw network graphs of interconnected vertices in a Control node.
A demo of a technique to draw network graphs of interconnected vertices in a Control node. - Theklo-Teal/Godot_Graph_Drawing
github.com
August 1, 2026 at 2:28 PM
#Godot #indiedev #gamedev
The #Wicked_Haywire circuit simulator is so complicated, I wasn't expecting that. I had one good idea on how to make a simulation system, then got stuck on how to represent connections in a graph, then add an idea on how edit/draw wires that was bad, etc...
February 15, 2026 at 7:36 PM
#godot #indiedev #gamedev Even though I've been without electricity for two days, I've kept on developing #Wicked_Haywire. There are a lot of minor stuff broken, like the wire color or deleting things. But I'm not okay with how wire editing works.
Here is a demo of a ring counter using flip-flops.
January 29, 2026 at 6:41 PM
I've been experimenting different grid snapping arrangements for #Wicked_Haywire, the electronics simulator.
#electronics #digital #indiedev
June 24, 2026 at 8:22 AM
#Wicked_Haywire can successfully perform additions.
All the logic gates have original names which I think are more descriptive of their behavior.
AND gate -> ALL check: Are all inputs High?
OR gate -> ANY check: Is any input High?
ODD gate -> ODD check: Is the amount of inputs High odd?
January 22, 2026 at 8:36 AM
I've been in hiatus for a long while because of mental health issues and having to run from family, but one small thing I did to progress with #Wicked_Haywire was to change how components work and are displayed. They don't crash all the time anymore.
April 9, 2026 at 7:06 AM