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mehimme

9
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A member registered May 08, 2025 · View creator page →

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wow I randomly learned about cohong watching a video on the opium wars, the name makes sense. Also love how you change the size of everything to indicate distance, really makes the whole world feel bigger than it is

I'm glad you had fun with it! I wouldn't call it a physics engine yet lol, but now I am thinking about making the physics a reusable component for other guile hoot projects since that doesn't seem to exist yet

Thanks! I guess I ended up with the look of that water ring toss game where you mash a button to get a bunch of submerged rings to land on pegs. I do have bigger plans for this game, sound would be a nice addition.

This is my first time making anything resembling a game (unless you like playing with engineering simulations), so I appreciate it! 

I started with a pretty naive implementation where normal/tangential impulses are applied to velocity only, followed by a single position update which integrates velocity at each time step. This probably would've worked better for very small time steps, but at 60Hz it caused all sorts of no-clip issues, balls slowly sinking, balls being pushed through walls by other balls, etc. 

Apparently a solution for this is called sequential impulses, where you update velocity/position multiple times each frame to iteratively separate colliding entities, but obviously it hurt performance (I don't think it helped that I was using float64 for everything either). I ended up just adding a step right before integration where any two objects still intersecting will have their normal velocities clamped to 0 (I only did ball-wall intersections for the submission, but ball-ball also ended up working pretty well).

Your game looks so much more polished and like a game, can't believe you had time to squeeze my game into yours :P

gone.. reduced to atoms..


love the art and overall vibes

Thanks! I didn't realize how hard it would be to properly implement rigid body physics from scratch lol. starting with 3 days left also not a good idea

reminds me of agario, but I love how even after you eat a blob, they still fight back while you're digesting them

Sorry! I thought the game zip file included the source, I've just made a github repo for it. I forgot to commit some changes from yesterday but they were all made before submission deadline.

Hi, I'm interested in using hoot, but I'm new to wasm and web dev in general. I have some questions wrt hoot's FFI.

Following the example from the documentation: https://files.spritely.institute/docs/guile-hoot/latest/Foreign-function-interfa..., I created hello.scm as follows:

(use-modules (hoot ffi))
(define-foreign make-text-node 
"document" "createTextNode" 
(ref string) -> (ref extern))

Then, I compiled it to wasm:

guild compile-wasm --bundle -o hello.wasm hello.scm

Then, I loaded it into guile repl:

(use-modules (wasm parse))
(use-modules (hoot reflect))
(hoot-instantiate (call-with-input-file "hello.wasm" parse-wasm)
(("document" .  
(("createTextNode" . ,(lambda (str) (text ,str)))))))  

Then, I tried to use the make-text-node function: 

(define hello (make-text-node "Hello, world!"))

But it always gives me the error: Unbound variable: make-text-node.

I'm not sure if I'm fundamentally missing something. I'm just wondering if there's a way to test these kinds of procedures in a guile repl.