Late Post - 02

There’s not much to say in this update, other than I’m still alive and working on stuff. Albeit, very slowly. I basically stopped working on Arbalest altogether, favoring to work on Shibboleth instead. The main reason behind this is I changed jobs recently, and have been pretty happy with where I was and opted to do what I found most enjoyable. I eventually came to the conclusion that unless I never want to finish a project, I should put some effort to things other than Shibboleth.
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Arbalest Dev Log - 03

Today I’m going to be talking about Arbalest again. It was on hiatus for a while, as I was putting all of my energy into Shibboleth. I had planned on scrapping Arbalest, but I got a spurt of motivation, so I’m back at it. The main reason for me revisiting this project is because Microsoft released a bug in their compiler that causes it to crash on many codebases. Because of this, I can’t actually compile my project anymore until a fix is released.
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Shibboleth Dev Log - 02

It’s been a while since I’ve done an update dedicated to Shibboleth. I won’t remember everything, but let’s cover some of my more recent developments. I’ve been spending most of my recent time working on the editor, so you’ll see some screenshots of that. Project Structure I’ve simplified the project structure a bit. Things are now split up more appropriately under the src folder. I’ve also made everything more uniform in functionality.
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Late Post - 01

I’ve decided to make a series for every time I post about how long it has been since I last posted. In this episode, it’s been about six months since I last posted. Arbalest I’ve started porting Arbalest to Unreal Engine 4. I just got fed up with dealing with Unity’s lack of basic features, like drawing debug stuff in play mode and the lack of a decal system! Aside from that, I haven’t been working on it much.
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Arbalest Dev Log - 02

This is update is all about the RTS player controller I’ve been developing sprinkled with a couple camera things. So let’s get started. NOTE: My implementation is partially based on this post. Box Select The majority of the work has gone into box select for units. This requires a few steps. Differentiating between clicks and box selection. Rendering the box selection screen space UI. Querying for all units inside the box.
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