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birbuh

@birbuh

Joined August 27th, 2026

  • 14Devlogs
  • 4Projects
  • 1Ships
  • 22Votes
I like electronics, Rust and gamedev.
Developer of Shattered Atlas (a game)
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3h 9m 25s logged

Alpha Devlog 7:

insert scream idk

This was pure pain in the beginning, I had no ideas how to accomplish the fighting mechanic.
It still isn’t done 100%, I need to make a simple algorithm for the NPCs and clear signalization which module is getting hit (and if it’s getting hit at all…), but yeah…

I’ve made it so there are three parts: core, weapons and engines. And shields. shields are getting destroyed first.
I’m injuring them based of what’s the current position of an attacker in relation to the target. Then, I basically blast X of damage (13 in this case) on the specific part.

So, regardless of the position, shields wear out first. Then, if standing “behind” the ship, engines are attacked. If the attack is happening from either left or right, the weapons are going to leave this world.
If weapons are destroyed, you can’t attack other ships. If engines are destroyed, you can’t move.
If either of them is already destroyed, it’s uncovering the core part, which, if destroyed, the ship finally despawns.
You can also attack the core when you’re in front of the target.

Now I need to make an algorithm for the NPCs, which will SUCK, cuz I don’t have a single idea on how to do it…

That’s all for now, stay hydrated :thumbs-up:

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2h 19m 27s logged

Alpha Devlog 6:

I did it…

I basically made an error (don’t ask me why) in my code: I entered a FHD RESOLUTION’S RATIO instead of FHD RESOLUTION itself…
I think I needed some sleep back then lmao

Anyways, I made this:

  1. now the ships are assignable (all of them, until I add actual NPCs to the game (idk how am I going to do that tbh))
  2. you can’t order a ship to fly somewhere if it’s already flying
  3. you can’t select more than one ship at once

That’s all for now ig, health bars and attacking next!
Or maybe stations I’m not sure. You can comment to suggest one!

Stay hydrated :thumbs-up:

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1h 29m 34s logged

Alpha Devlog 5:

I’ve wasted around an hour on trying to get the rotations to work smoothly (earlier it just snapped in place)…

Nevertheless, I fixed everything I destroyed (accidentally or not) and managed to make everything in around 20 minutes… the rest is just debugging my error-prone code lmao

I also added a new triangle ship!

Next step: Add giving orders manually. This will be hard…

Stay hydrated :thumbs-up:

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37m 27s logged

Alpha Devlog 4:

Ok so I managed to do what is shown in the video ig, it was quite easy tbh.

Have some code:

if distance_to_finish < 1. {
    linvel = Vec2::ZERO;
} else if distance_to_finish <= current_speed as f64 * 42. {
    vel.brake(acceleration, &time);
} else {
    vel.add_from_endpoint(pos, *endpoint, max_vel, acceleration, &time);
}

Here’s what I did ealier (I was sooo tired, okay? dont even ask about it :son-im-crine: ):

if distance_to_finish < 1. {                
    vel.linvel = Vec2::ZERO;                
} else if target_speed == max_vel {                     
    vel.add_from_endpoint(pos, *endpoint, max_vel, acceleration, &time);                
} else {                
    vel.brake(acceleration, &time);                
}

Stay hydrated (and don’t hate on me) :thumbs-up:

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2h 56m 8s logged

Alpha Devlog 3

So I made basic A -> B travel. It works, but only on one example (and not every time)…

The next step is to fix it and add rotation at the beginning. Then I’ll experiment with more ships, and add manual orders (that means YOU decide, where the ship goes).

TODO:

  • (DONE) universalize this a bit more
  • add rotations
  • experiment with more ships!
  • add actual orders given by the player

Stay hydrated :thumbs-up:

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1h 27m 9s logged

Alpha Devlog 2

I made so that the “ship” has an order assigned. I also made a sector, and the game is now fullscreen. Nothing more ig.

On the next devlog, I hope I’ll show you how it’s moving by itself!

Stay hydrated :thumbs-up:

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4h 41m 57s logged

Alpha Devlog 1:

”-4Y: Frustrations” (the name can change as the project goes on) is starting as somewhat of a X4: Foundations parody.

The base gameplay concepts would be similiar: You manage a fleet of your own faction; You trade (or fight) with NPC factions; and grow your empire.

The only downside? I can’t into 3D for now, Stardance is slowly ending and school is getting intense, so if I’m gonna ever make a proper X-like strategy, with 3D mode and everything, it’s not soon.

For this month I’ve planned basically a 2D economy/grand strategy. Nothing more I guess.

This project is unofficial, I don’t own anything that’s Egosoft’s. Basically a fan parody that can turn into a playable, open-source alternative.

Anyways, here’s what I did: In Bevy v0.19.1, I made a few helper functions, few structs which I don’t use yet and automated drawing. Also a basic fighter icon texture.

Stay hydrated :thumbs-up:

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1h 3m 27s logged

I ported the prefix commands onto slash ones!
Prefix still work, I basically added slash commands.
However, I couldn’t get the ID on unban to work, so I made it a string…
I’ll be working on another, big (I hope at least) project, for a while…

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36m 57s logged

Ok so I’ve added an unban command, and fixed ban. I also added reasons.
That’s all ig.
Testing it on my alt in the screenshot:

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1h 38m 30s logged

So I made the ban handling. It supports either an user ID, a mention, or (confirmation required) username! No reasons yet.

The hardest part? Typing. I hate typing in Python. I even had to turn pyright off because it was throwing 5 warnings per 10 LOC and it just made me very angry.

For those who don’t know the meaning of the screenshot: I forgor to make the Fstring. I made a normal string instead… Too much Rust lmao

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1h 25m 38s logged

I’m making a(n another) discord bot! (I made like 4 of these already)

This time, it’s only the docs and me. No AI, no Stack Overflow. And I’m going to make it better than my previous bots. We can think of it as a challenge.

I write in discord.py to remind myself of Python. I haven’t used it in what feels like years and is around 4 months. I’m soooo used to Rust :son-im-crine:

For now I have the base, !!purge <amount> and !!sendmsg <channel> <message>.
I want to make at least 3in1: Moderation, Utility and Economy (yes, gambling included). It will be hosted on my game’s server after the ship.

Stay tuned or sth idk

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Ship

Okay, so I basically wanted to:

  1. Learn some low-level programming (wgpu)
  2. Try out vibe-coding a bit (I’ve never did it before, trust me or not), but not in the way you think. I wanted to learn along the AI writing the code (spoiler: it didn’t work)
  3. Just have fun

I had done NOTHING from those three. Well, I vibe-coded a little, but I genuinely HATED EVERY MOMENT FROM IT. I’m never touching it again.

I decided to ship it for a lesson for me and others: Don’t vibe-code if you don’t have to. It’s not fun and it’s not giving you anything except for frustration and it only takes away your money. Just use it as a tool (for example automation), not a partner, and nothing will suck.

Not to mention I had bigger plans for this, but I’ve scrapped them because I hate the project already.

Stay hydrated. Thumbsup emoji.

  • 3 devlogs
  • 8h
  • 10.34x multiplier
  • 82 Stardust
Try project → See source code →
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3h 28m 32s logged

Well… it works… right?

I hate WGPU.

It was supposed to be a breadboard…

I’m trying to abandon this ASAP to not lose my sanity.

AI made this even worse. I’m not coming back to rendering anytime soon.

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3h 41m 2s logged

I made a rendering engine in wgpu and dioxus native. I used AI for this, as it’s my first project like that.

Next goal: add an actual interface and a PCB to spawn.

The cube is an AI generated example. I’ll hopefully won’t use AI again. I did this for learning purposes, not because I’m lazy.

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