Feb 8 · 21 min read · What We're Learning Color is one of the most powerful tools in your graphics arsenal. So far, we've worked with basic color operations - sampling textures, mixing colors, and applying simple lighting. But there's a whole world of advanced color manip...
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Feb 8 · 4 min read · Up to now, the simulation was politely lying to me. It looked like a colony sim: pawns moved trees got chopped numbers went up UI reacted But under the hood, it was cheating. There was only one pawn really doing work. This post is about what ha...
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Feb 2 · 20 min read · What We're Learning So far in this series, every fragment we've processed has been drawn to the screen. We've colored them, textured them, and lit them - but we've always drawn them. What if you don't want to draw certain fragments at all? What if yo...
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Jan 28 · 6 min read · In the previous post, I set up the absolute basics of a tiny colony simulation in Rust using Bevy:a grid, some tiles, and a handful of pawns rendered as little circles. Everything compiled. Things moved.And… that was about it. At that point, pawns we...
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Jan 25 · 3 min read · I’ve tried starting this game before. More than once, actually. A small, fantasy-flavored colony simulation: a few people, a piece of land, some basic production, and the feeling that things slowly start to work on their own. Every time I approached ...
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Jan 26 · 3 min read · In the previous post, I defined the scope of Tiny Colony: a small, 2D, grid-based colony simulator inspired by games like RimWorld, built mainly as a way to learn Rust and explore Bevy. This post covers the next step: rendering a grid, spawning pawns...
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Jan 25 · 23 min read · What We're Learning So far in this series, we've worked with mathematical functions like sine waves, smooth gradients, and geometric patterns. These are powerful, but they all share a common limitation: they are too perfect. Nature isn't perfectly re...
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