#rasdFastwalkerLeague
Gotta make the dust ring glow or be like, dustier?
Anyway, the sandbox is starting to get fun.
#rasdFastwalkerLeague
June 6, 2026 at 3:32 PM
September 5, 2026 at 9:34 PM
#rasdFastwalkerLeague #indiegamedev

Progress, albeit I need to revisit how I am “hulling” the two sprites to improve performance.
September 13, 2026 at 7:43 PM
chipchirp.itch.io
June 24, 2026 at 7:19 AM
Based on SNES Pilotwings Expert Menu.
I always wanted to fly that specifically as a stage. Therefore:

#rasdFastwalkerLeague
September 18, 2026 at 6:16 AM
Progress! #rasdFastwalkerLeague

Thanks @lorenschmidt.bsky.social for the brilliant talk covering this in her talk: youtu.be/FaLUhh_Vfmk
September 11, 2026 at 8:57 AM
Bad news: I might be moving away from Comanche-style rendering.

Good news: I might be moving away from Comanche-style rendering.

+Volumetric clouds
-uglier near-surface rn
+60 fps
+Uses climate workbench to:
++ procedurally generate the planet surface &
++ weather pattern

#rasdFastwalkerLeague
September 27, 2026 at 1:52 PM
September 6, 2026 at 2:29 AM
Composite of recent progress.
#rasdFastwalkerLeague
June 11, 2026 at 4:47 PM
Hand mocap is challenge. But I was curious how much could be done with mediapipe and was impressed.
MediaPipe has free hand tracking stuff, but I must be doing something wrong because it can detect palms great but turn my hand around and the output goes inside out cryptkeeper

#rasdFastwalkerLeague
September 23, 2026 at 6:42 AM
Using a sprite for the stars is not my idea. Thanks again to @lorenschmidt.bsky.social for bringing Noctis IV to my attention, which did it first and better.

#rasdFastwalkerLeague

My skybox update-per-movement is fucked up a bit, and my planets are smol. Many things to address.
June 10, 2026 at 4:46 AM
Making a solar system-on-rails thing for my silly 3D xlib game.
#rasdFastwalkerLeague #c #gaming
June 6, 2026 at 1:04 PM
Rework branch of space-mode is performing better than I expected.

Features:
+velocity vector/antivector
+auto flight
+better descent into surface mode
+solar surface animation (heightmap and layers pending)
-surface backend swap pending
-that or idk rework surface mode

#rasdFastwalkerLeague
September 27, 2026 at 1:32 AM
Green Lake 4 U 💚

I wanna improve the appearance of water in-game, hence the XPM-related posts covering me trying things.

Trying to improve performance has been iterative.

#rasdFastwalkerLeague
September 19, 2026 at 3:28 AM
Frame rate sucks, but I added jet cones:
#rasdFastwalkerLeague
June 4, 2026 at 7:14 AM
General Systems Vehicle goes spinny
#RasdFastwalkerLeague
August 18, 2026 at 10:06 PM
Got the stick fig in the raytrace-zone
#rasdFastwalkerLeague
June 9, 2026 at 9:32 AM
June 13, 2026 at 7:41 AM
Trying some new functions for clouds. Featred: towering cumulus at dusk

#rasdFastwalkerLeague
September 18, 2026 at 7:32 AM
Got orbitals working! now to make for sunset/rise color patterns on the clouds on twilight spots.

Enjoy several different Orbitals:
#RasdFastwalkerLeague
June 16, 2026 at 9:31 AM
Added consequences to an overly fast entry :)
#rasdFastwalkerLeague
June 15, 2026 at 6:19 AM
New dependency: enet for local multiplayer.

The names are fucked up, but it's a start.

#rasdFastwalkerLeague
June 11, 2026 at 4:41 AM
Blasting out biomes #rasdFastwalkerLeague
Red dwarf habitable planet:
September 6, 2026 at 6:39 AM
Complex cloud generation is very slow live, but I think it's a promising start!

But if I make these height-surface maps into gifs, we could have these (totally intentional) faux-virga at a higher framerate!

#spacesim #atmosphere #cloudgeneration #voxels #indiegamedev #rasdFastwalkerLeague
June 8, 2026 at 12:52 AM