Weekly post
January 17, 2026 • 1 min
- Chained position sound effect API so an initial sound can be played, then others afterwards with loops and interrupts on audio thread for those sounds. Using this for looping "hold" sfx for snapstep ability
- Sound effect position fixes so sounds are better for left/right channels
- Fixed issues when audio devices have more than 2 channels by default, this also fixed some copy sounds not playing on some audio devices
- Damage indicators made, still wip
- Curved shape rendering using nvgBezierTo (nanovg library) if enabled for a shape side's render properties
- may have fixed assertion fail in copy progress
- energy usage + cooldown indicators for snapstep
- Made player movement move all bodies instead of only the firstBody to make shapes more controllable when they break apart (not enemy movement yet, since that could mess with things..)
- Working on snapstep netcode
- Making new ability scheduling system. Currently, clients run in the future and server runs in the past, so clients send inputs for ability usage, then the server consumes those inputs in 0 to n frames, then server sends an RPC for that ability usage, and client receives it -- all of this takes too long, so the new system (wip) will allow abilities to have their "schedule" for usage/"intent" sent to relevant clients as soon as the server receives the inputs for a tick rather than once the server gets around to simulating that tick.