Lua Recoil
I threw together a quick weapon feature where viewmodel recoil is 100% Lua-based. It looks rough and doesn’t account for bolts moving and such, but it’s an idea. You can view it here. This may see use in a far-distant project.
Tale of Flocksworth
I kept rewriting the entity culling and storage system to make it more flexible. As it stands currently, entities are hard-bound to tiles meaning I can only spawn one in the center of a tile. Each entity is also bound to a specific panel, meaning I’ve had to check up to four panels worth of entities to determine whether or not I should cull them. This is very stupid and so I’ve been making it better. After restructuring data and methods and such, I was able to create a flawed replacement that doesn’t noticeably affect performance. There’s still more to be done and I have a sticky note with what I’m doing next. As tedious and slow as this all is, I’m enjoying learning new things and figuring stuff out.