You are browsing as a guest. Sign up (or log in) to start making projects!

indcader

@indcader

Joined June 1st, 2026

  • 18Devlogs
  • 2Projects
  • 2Ships
  • 34Votes
I'm a programmer who knows python. I used to make scratch projects.
Open comments for this post

2h 16m 45s logged

I added textures to the walls! They’re kind of broken however. This is because the code that grabs the texture position is kinda jank. The screenshot below shows the textures I’ve added. I also changed the sky and floor back to solid colors since it looks happy now :D

0
0
6
Ship

I wrote a N-body simulation in Pygame. The project allows users to mess with gravitational bodies and create interesting systems. After recieving feedback from the last ship, I made modifications to the project which will allow the program to be more easy to use.

I made new sub buttons on the screen which only appear after clicking on a main button. These buttons allow the user to do certain specialized tasks such as placing bodies, putting bodies in orbit, or shooting them into the abyss. I also reconfigured the controls to be more comfortable to the user (Q is now to pause since its easier to reach than P during play time).

I also changed the system that allows users to modify variables like mass or time during playtime. Previously, in order to change values in the simulation, they had to bring their mouse over the text and scroll. This had major problems like the fact that it took forever to reach values, it was imprecise, and it wasn’t user-friendly. So I changed it so that the user instead clicks on the variable and types out the input they desire. Changes like this and others were made to make the project more user-friendly and fun.

I also added new features as well such as the new orbit tool to allow users to make interesting systems easily and a few other new options. This update doesn’t have too many new features mainly due to the limited programming schedule I have but I hope yall enjoy it though!!!! :3

  • 3 devlogs
  • 6h
  • 18.60x multiplier
  • 116 Stardust
Try project → See source code →
Open comments for this post

2h 54m 31s logged

I’ve been working on a bunch of stuff in this update! I added the ability to put things in orbit just by clicking around the body in orbit mode. No more guessing using the trajectory tool!!! This has also allowed me to make the system below which is similar to the Earth Moon Sun system! After this I plan to add other tools and polish.

0
0
8
Open comments for this post

6h 32m 16s logged

Hello! Its been awhile since I’ve posted. School just started up and it took a lot of time out of my schedule. Anyways, I’ve implemented the DDA algorithm into the raycaster. It was very hard and it took a bunch of resources/tutorials before I understood the underlying logic. But it was worth it because it makes the walls look 100 times better while also making the game way faster. I also got rid of collision for now because how it used to work was kind dumb since it didn’t allow the user to “slide” off the wall if going in a diagonal direction. So I’ll come back to that soon. Anyways, I hope to also soon add textures to the walls, floors, and celling. I also hope to add a infinite world and a save/load system. NPCs will also come too.

0
0
9
Open comments for this post

1h 30m 56s logged

I added trails to the game! They follow every body and last for awhile. I also added some polish to the typing system and did some bug fixing. The image below shows how cool trails make basic interactions between bodies look!

0
0
5
Open comments for this post

1h 48m 38s logged

First devlog after ship! Thank you guys for bringing in feedback about the game! I’m sorry that it took a month for me to actually fix and ship the project. I was traveling and dealing with some things. ANYWAYS! I’ve read the feedback and one of the main, reoccurring complaints was trouble with the controls. So, I decided to work on making the simulation easier to use before implementing new things. One thing I changed was the way that the user changes the mass and time variables. Throughout the project I’ve had trouble figuring out how the user should be able to modify them. By the time I shipped, the solution wasn’t clear and a bit weird (scrolling on the text). So I made it so that when the user clicks on the text, they can type in whatever they want and confirm by pressing enter. This way, users don’t have to spend forever scrolling to a desired value, that value is more precise, and it isolates the scrolling controls for zooming only. I hope to add more improvements like this before optimizing the simulation and adding things like trails to the bodies.

0
0
3
Open comments for this post

48m 37s logged

I added the ability to walk sideways and added some essential features like not being able to walk off the map. I also cleaned up the code. I wanted to put the image below just to show the repercussions of not using DDA in a raycaster. It looks all jagged because my rays are moving at fixed intervals instead of moving from grid space to grid space. This causes the ray to detect walls irregularly. To fix this, you would need your ray steps to be incredibly small (very laggy) or implement DDA. The next devlog should be me implementing it hopefully!

0
0
6
Open comments for this post

47m 33s logged

I’m making a raycaster and so far I’ve got the essentials down. I added a editable map, a raycaster, and basic collision. I have not implemented the DDA algorithm yet because I don’t totally understand it but once I do I will implement it. Will also add a bigger map; textured walls, ceilings, and floors; npcs; objects; and other cool things. Right now I decided to make it look like the Backrooms for fun. I’m thinking this game could take place in a city.

0
0
15
Ship

I made an N-body sim in which people can mess around with planetary bodies in an infinite area.

Everything uses Euler’s approximation to simulate each body and the simulation allows users to add, delete, and manipulate bodies as they move around.

The simulation supports up to 100-200 bodies due to it being O(n^2) and it also has cool features like zooming, variable time-steps, and a moveable player.

Hope you guys can have fun with this and burn some time messing around with it! :D

  • 11 devlogs
  • 25h
  • 13.60x multiplier
  • 335 Stardust
Try project → See source code →
Open comments for this post

4h 39m 42s logged

I added a layer of polish to the game. Also got rid of the sliders! They’re too finicky and ugly and take up too much code. I also added a bunch of hotkeys to make the user’s life a bit better. Next thing I post should be the ship!!!!

0
0
5
Open comments for this post

5h 0m 15s logged

I added a bunch of new things as well as restructuring the code a bit. I added the ability to manipulate time mainly. I also separated the code a bit so all the physics logic is in its separate file. Hope to ship soon!!!!!!!

0
0
7
Open comments for this post

1h 23m 42s logged

I made the bodies colorful! I also added a slider for the mass so the scroll wheel is just for zoom.

Also going to clean up the code soon (I keep procrastinating lol) and this might be the version where I ship et!

0
0
8
Open comments for this post

4h 39m 24s logged

Sorry I haven’t posted in awhile, but I got a BIGGIE UPDATEEEEEEEEE

I added the ability to move around the world and zoom in and out of the play area. No more do you have to witness your beautiful 2 body system go off screen into oblivion! Now, you can follow it to the ends of the universe!!!!!!

After this, I plan to clean up the code a bit and change the controls since now the scroll wheel is mixed up with the zooming. I plan to keep adding things to the game until its fun

0
0
3
Open comments for this post

2h 13m 46s logged

BIGGE UPDATE ALERT

I added a bunch of buttons on screen that can now be used to place and delete bodies. I also made a bunch of underlying changes so I could do this!

The next thing to add is wasd controls for a player that can move around and follow bodies as they follow their trajectories. After that I may or may not add a rocket to the game. who knows!

0
0
6
Open comments for this post

2h 7m 42s logged

I fixed a few bugs including one where the masses were added twice in collisions. I also tweaked the colors and added a mass counter so that the user
can see the exact mass before placing a body.

After doing this, I plan to fix any more bugs and clean up the code. Then I will implement a camera that can follow the bodies and a small ship the player can spawn. After that I (might!) be good night for this project

0
0
6
Open comments for this post

46m 45s logged

I finally figured out Github (yayayay!!!) and now my workflow is (hopefully) gud. I also added the proper formula for momentum when a body gets hit. Will need to clean up the code though.

0
0
5

Followers

Loading…