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Trent Taray

@trenttaray.bsky.social
252 followers 170 following 565 posts

💻 Game dev python level: medicore 🌎 sadly america but colorado ⏲ age:27 he/him trenttaray.itch.io/fruitlessfields

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Trent Taray @trenttaray.bsky.social · 12h
i suppose i could start i could start adding some new npcs for spooky season the rake would fit quite nicely, some zombies, and maybe something in the waters
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Trent Taray @trenttaray.bsky.social · 12h
this system is a lot more dynamic than what i had its actually 2 seperate models, that allows for different scales it does have slots for in and out animations but i throw this single animation in both slots #gamedev
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Trent Taray @trenttaray.bsky.social · 03/10/2026
box3d works so much better than bullet physics the trees no longer turn into projectiles #gamedev
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Trent Taray @trenttaray.bsky.social · 03/10/2026
i think i have got mostly converted over to box3d physics just got clean out some residual bullet physics things but most part fairly straight forward
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Trent Taray @trenttaray.bsky.social · 02/10/2026
some how today i managed to install Ubuntu virtualbox for testing my game random sidequest of the day
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Trent Taray @trenttaray.bsky.social · 02/10/2026
so its official i have 3 physics engines in my game at once i got regular panda3d physics plus bullet physics plus box3d now i will be chopping out bullet physics for box3d and in time replacing panda3d's physics with box3d #gamedev
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Trent Taray @trenttaray.bsky.social · 01/10/2026
i thought it was gonna be hellish todo but i got box3d working in panda3d that was a lot smoother than i thought now actually going further than that maybe a different story
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Trent Taray @trenttaray.bsky.social · 30/09/2026
some weather rain and rough waters this will be fun once i do oceans and boats #gamedev
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Trent Taray @trenttaray.bsky.social · 30/09/2026
swimming do work this should also work for floating other objects has well #gamedev
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Trent Taray @trenttaray.bsky.social · 30/09/2026
added some sounds and been trying to get swimming to work again but its been a bit harder since its not a flat surface anymore #gamedev
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Trent Taray @trenttaray.bsky.social · 28/09/2026
this awesome works impressively well
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Trent Taray @trenttaray.bsky.social · 28/09/2026
i found a cheap way to make nice water effect runs smoothly it doesnt use any physics i just have set at level but this should do the trick for what i need #gamedev
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Trent Taray @trenttaray.bsky.social · 27/09/2026
its probably not best way todo it but im gonna say its good enough even thought it gets water under terrain ill try and figure something out to hide it for caves, #gamedev
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Trent Taray @trenttaray.bsky.social · 24/09/2026
now we burning got so each instance can have there own color #gamedev
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Trent Taray @trenttaray.bsky.social · 24/09/2026
working on getting unique colors for each instance so for burn effect i can make them darker
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Trent Taray @trenttaray.bsky.social · 24/09/2026
doing a burn effect gonna attempt to use this for sorta cooking/forging #gamedev
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Trent Taray @trenttaray.bsky.social · 23/09/2026
bit of a rain affect #gamedev
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Trent Taray @trenttaray.bsky.social · 21/09/2026
it appears using physics to chop trees maybe harder than i thought #gamedev
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Trent Taray @trenttaray.bsky.social · 16/09/2026
i think im some what done with multiplayer i just need to add a sorta name system in not everything is synced right but good enough #gamedev
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Trent Taray @trenttaray.bsky.social · 16/09/2026
the text to speech now has some sliders to change voice to make it sound a bit different #gamedev
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Trent Taray @trenttaray.bsky.social · 14/09/2026
i think once i complete multiplayer sync ill finally move onto more interesting things like i wanna redo the werewolf transform i thought of way i could do it better its bit more undertaking my idea is to create 2nd rig on the same character may or may not work
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Trent Taray @trenttaray.bsky.social · 13/09/2026
slowly i get multiplayer closer to working #gamedev
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Trent Taray @trenttaray.bsky.social · 09/09/2026
ragdolls are back sorta i still need to get the actual textures sorted out #gamedev
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Trent Taray @trenttaray.bsky.social · 06/09/2026
got a text to speech working probably will use it for npc callouts just has indication for player to hear #gamedev
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Trent Taray @trenttaray.bsky.social · 05/09/2026
damn i hate when its stupid simple fix i was having trouble with quit to menu and reload everything else was loading right chunks should been loading at right spot but no where to be seen they were, turns out i forgot to reset world root on game load
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Trent Taray @trenttaray.bsky.social · 05/09/2026
networking is so confusing i think im making progress at very least
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Trent Taray @trenttaray.bsky.social · 03/09/2026
have gained a other bad idea gonna attempt to break the player character/npcs into there seperate parts arms legs all that then somehow put them back together so i can use instancing on each part and in theory i would have better control over npcs/player could ragdoll each npc could play out sync
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Trent Taray @trenttaray.bsky.social · 31/08/2026
upgraded my physics system a bit can work with any object now #gamedev
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Trent Taray @trenttaray.bsky.social · 30/08/2026
maybe this is stupid way of rendering terrain but works which scares me all that yellow is a instanced plane like a flat plane spread across the ground and it works better then trying the cube marching mesh #gamedev
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Trent Taray @trenttaray.bsky.social · 23/08/2026
messing with terrain generate abit i dont quite know how to mix caves with a surface level but i can make a cavern world #gamedev
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Trent Taray @trenttaray.bsky.social · 22/08/2026
now its safe to throw objects without them falling through the world or becoming projectiles they still sorta like to become bullet sometimes #gamedev
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Trent Taray @trenttaray.bsky.social · 21/08/2026
making some progress, the progress albeit highly unstable, it do work #gamedev
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Trent Taray @trenttaray.bsky.social · 20/08/2026
can grab objects #gamedev
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Trent Taray @trenttaray.bsky.social · 19/08/2026
its a bit buggy this sorta what i want to do to put physics vehicles together #gamedev
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Trent Taray @trenttaray.bsky.social · 18/08/2026
sorta redoing my old stuff to get working with rebasing its mostly working #gamedev
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Trent Taray @trenttaray.bsky.social · 16/08/2026
got some texture splatting working #gamedev
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Trent Taray @trenttaray.bsky.social · 14/08/2026
got a falling sound need add sounds to objects like trees so it will randomly play a cracking sound from them #gamedev
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Trent Taray @trenttaray.bsky.social · 14/08/2026
if everything actually works out i may attempt using a physics building system similar to aeronautics with bullet physics i got a decent of system for instancing to physics objects which gives decent fps so with that i might be able to have stuff like wheels that can be attached to physics objects
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Trent Taray @trenttaray.bsky.social · 12/08/2026
attempting some ambient wind sounds #gamedev
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Trent Taray @trenttaray.bsky.social · 08/08/2026
this new terrain is beautiful no stalls its buttery smooth you can just run in direction and no lag spike, probably speaking too soon but for now it works really well
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Trent Taray @trenttaray.bsky.social · 08/08/2026
so npcs are working with terrain partially atleast i still havent made them work with rebasing, but this the simplest part of the npcs i got to battle pathing next #gamedev
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Trent Taray @trenttaray.bsky.social · 06/08/2026
got scattering working this still sorta 2d im not quite sure how scattering is gonna work for caves #gamedev
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Trent Taray @trenttaray.bsky.social · 06/08/2026
we getting somewhere now got scattering partially working #gamedev
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Trent Taray @trenttaray.bsky.social · 05/08/2026
its been bit of headache but i think i got instances working with rebasing now i need to get the rest of my old code working with rebasing #gamedev
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Trent Taray @trenttaray.bsky.social · 03/08/2026
you can sorta see rebasing happening if you look at the clouds since i havent tied those to the root the clouds are staying at same place the player is getting set back to 0,0,0 along with the terrain #gamedev
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Trent Taray @trenttaray.bsky.social · 02/08/2026
so i think i have new success with this method and im also attempting a rebasing method so the player always stays near 0,0,0 in theory the world can be really large any direction and still have meshes there without floating point errors
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Trent Taray @trenttaray.bsky.social · 02/08/2026
dang for longest time i was fighting the shader language it was using some compute shader stuff i have no idea about and suddenly i had idea i could generate regular meshes like how i was doing my colliders now my regular shader works perfectly
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Trent Taray @trenttaray.bsky.social · 31/07/2026
the marching cubes are working except the saving of modified terrain its not the best performance wise but i think its good a enough #gamedev
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Trent Taray @trenttaray.bsky.social · 31/07/2026
i think im gonna attampt to use marching cubes gonna redo all the current terrain code but i think its gonna be worth it since this will allow for caves
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Trent Taray @trenttaray.bsky.social · 30/07/2026
i found code on panda3d forum that maybe requiring a large rewrite of my terrain gen but on the up side i can have 3d terrain its marching cubes shader which may screw up npcs since they work on just 2d terrain but i do astar pathing that may fix that problem
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