Arbalest Dev Log - 01

In wake of stopping work on Adrenaline, I have taken up work on a project I have codenamed Arbalest. It originally started life as an FPS I was building. As I was building an FPS, I decided it would be a wise decision to build up a library of common functionality to help with any future Unity projects. I have yet to branch that framework into it’s own repo, so everything is kind of smashed into Arbalest at the moment.
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Another One Bites the Dust

Man, remember that post I made about that game I was working on? Hah. I do, and now it’s rather hilarious and embarrassing that I even posted about it at all. So, what is going on? Well, I’ve had a lot of life stuff happen this year, which has eaten a lot of time from me working on stuff. The game I was working on codenamed Adrenaline is no longer happening.
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Adrenaline Dev Log - 01

While this is technically the second update for my game, the first update was really just a GIF dump. This is also pretty much going to be a GIF dump, but with some explanations. I’ve done a lot over the last few months to the game, but have been slacking a bit too much lately. My goal is to have 5 levels by next month so I can start doing some shader programming and look and feel polish.
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Shibboleth Dev Log - 01

Once again, it has been several months since I’ve posted anything. I’ve decided it would be beneficial to keep a development log of what I’m working on. So, here it goes. The two main things I have been working on are re-writing the reflection system and how I handle engine modules. My goal is that when writing modules to extend the engine, I’d like as little boilerplate code as possible when hooking up the DLLs.
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Project Progress

First off, I’ve begun doing a major refactor of Shibboleth. I’ve currently replaced all of my containers in Gaff with those from EASTL. I have also begun re-writing the reflection system. Hopefully this re-write will come with better functionality and simpler implementation. I have started this work in a branch, so the original code is still about if anyone is curious to run a functional, but broken version of the engine.
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