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robboach

@robboach

Joined June 1st, 2026

  • 16Devlogs
  • 3Projects
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1h 13m 22s logged

The bot can now have a “real” conversation with people. It maintains context throughout the entire conversation. Currently, it only responds if you ping it, so I need to handle all the other cases, like if you’re already in a conversation or someone replies to the bot, or someone mentions the “Pip” (name!)

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3h 41m 39s logged

Memories are now working. When the bot isn’t being talked to/whatever, the bot will collect messages in the background. Then, the bot, every 10 minutes, will summarize what happened in between and assign a memory to each person. (If i say I like ice cream, it’ll remember that ). Also, i can say stuff that’ll replace memories. If i say “i no longer like ice cream and actually like steak”, it’ll replace the “like ice cream” memory with “like steak” memory.

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1h 11m 1s logged

added a really quick way to test if the summarizing capabilities is good. next i shall make a prompt that makes the bot summarize it better and for each user. (for memory)

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6h 47m 44s logged

Currently working on getting the AI API endpoint working.. can have a “conversation” (but doens’t remmeber anything about it. only the current message mentioning it)

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6h 0m 28s logged

A lot of stuff, I had to rework my shader program system as well as fix my build system (CMake) in order for it to copy assets over. I had to import a library “whereami” to figure out where the binary file was according to the users file system, which let me discover the final assets. Not a lot content-wise. Greatly improved backend rendering.

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3h 28m 17s logged

We’ve come a long way (and i’ve been lazy) but I finally got texture rendering to work. I’ve also spent a lot of time organizing things into classes so complex behavior (like raw opengl calls) are abstracted away and I can speed up development in my game engine. Soon to go 3D!

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2h 57m 14s logged

I made the triangle go bigger and smaller, had to rework my shader system in order to support modifying vertex points. I also spent a lot of time abstracting mesh things into classes (vertex buffer objects, vertex array object) so it’s easier to use in the future and I don’t have to work with raw opengl calls every time.

note: you may notice that the scale of the triangle doesn’t increase/decrease orderly (uniformly increasing) this is because my scale code is being called in the render, which is for every frame. This issue is usually resolved by creasing “fixed updates”; like the minecraft tick system that runs game logic (not rendering).

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34m 31s logged

Because I’m going to need extensive debugging logic, I decided to go with a GUI system (ImGui) after watching jdh’s video on his experience while creating a game engine. This is going to help me change values, etc, etc in the game engine, which is especially helpful for the (maybe) later on level editor.

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1h 8m 47s logged

I did a couple things:

  • Setup CMake (first time using this) to easily compile and build my project, as well as automatically download glfw3 on the user’s computer if they dont’ already have it.
  • Setup project in general (git, gitignore)
  • I also forced myself to use Neovim to prevent accidental AI usage
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