unity

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cusp versus edge: fight!

the feeling of fruitlessness

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life is so difficult to navigate lately… this is coming from someone who doesn’t go anywhere or do anything except live his pursuit i am either on the cusp of something brilliant, some huge revelation or new threshold of understanding; or at the edge of some immeasurable disaster, a great unravelling of everything i have known or built and perhaps disillusion of everything that may ever come to be it is tough to say, maybe I don’t wanna label it, or speak the thought into existence progress is coming along well on the seventh spaceship.

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feeling ultra unmotivated this feels like such a wasted week… or weeks, maybe? i really did do some constructive things, but life is really hard dealing with death. i miss him already.

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moving forward

hello machines

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feeling rather unproductive, but slowly trudging along… been learning about and implementing preprocessor directives as i finish off the massive stage progression system update and world section integration, which i am still hoping will work out okay in the end; it seems to be so far the preprocessor clauses should prevent a bit of user (developer?

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i guess the machine learning seminar i took got me thinking started playing with the ML-Agents package in Unity. idk if I am hoping I can somehow program robots to finish the game for me, or if I am just bored and needed some new influx of input it is definitely intriguing and I’m surprised how quickly the agents could outperform me.

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testing huge rewrite

create + learn

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finally got what i am hoping to be the major changes involved in this “huge rewrite” completed and have started testing. lots and lots of notes/bugs already, it is hard to feel like i am making progress, but these things should have been this way from the start.

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been working on the boss ship 2 model, hi-res almost done changed out my learning.regiment from Unity’s artificial intelligence course to an intro to the ML-Agents package, the hummingbirds. it seems to incorporate new solutions to traditional AI problems, which should keep my brain seeking and growing, while potentially finding some new behavior for an enemy or possibly balancing out some mechanics for the game time will tell, but i feel the influx of new ideas, practices and technologies to be crucial to developing

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huge rewrite in progress

long time, no production

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making everything the way it should have always been. am learning a lot and also realizing how much i have already. you know you wrote some sexy code, when what you added to the code base is less than you removed and it does MORE stuff… the stuff you really want

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i feel like i’ve lost weeks! in actuality, it’s probably been about a week… in total, over the course of several weeks, but i still feel behind i’ve done numerous things and added functionality that has been on my list for a long time, but i feel like i’m really just avoiding the most pressing concern of modeling more stuff, namely the second boss i did add models for different ore items for selling and did some further delving into the shader graph, to get a more appealing metallic material with just a bit of fresnel from the graph.

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