Looking back at 2024
As I try to look into what to learn in 2025, I am obliged to look back at what I worked on last year. Last year started being hyper focused on FlowPilot development and trying to flush as many things as I could to make it the best it could be and eventually launched in the Epic Marketplace (now Fab).
#FlowPilot is an #unrealengine plugin that streamlines gameplay design. 🎨Visual Editor, 🧩Reusable Tasks, 🍪Data Driven. 🚀Simple yet Powerful. https://t.co/K1dUPv7kt9 #indiedev #gamedev #screenshotsaturday pic.twitter.com/EGyj1wwtDB
— Michael Adaixo (@MichaelAdaixo) September 14, 2024
While making that, I managed to learn a bit about Zig programming language when I tried to make a documentation parser with it. Which leads to a secondary project related to FlowPilot. FlowPilot.Dev documentation website is a static website made with Astro.build.
I wanted to make something that read a few Cpp header files and export the metadata from each structure, classes, enums, comments, functions etc into a Markdown file, and move those files into the doc website automatically. I also added a way to preserve manually placed documentation with custom delimiters on the page. The Project can be found on Github.
I didn’t do this in Zig tho, I pivoted to GoLang. It was my first experience with GoLang too and found it very nice to use and learn. Last year was the year I dived into ChatGPT and Claude.ai, and using those to learn Zig and Go where instrumental. They are very good tools to learn existing tech.
By october I was working on a side project in Unreal Engine to automatically generate cover locations based off of NavMesh Edges from the NavMesh. I made some progress but this project will have to be placed on hold for now as I have new interests.
theory to practice. making diagrams really help layout the problem you're trying to solve. #gamedev #indiedev #unrealengine pic.twitter.com/RvJ4uCL9e8
— Michael Adaixo (@MichaelAdaixo) October 26, 2024
Late in the year, I revisited my Boids system and decided I should try to use compute shaders to make it run a lot faster. A few iterations with Claude.ai and I had a base Compute shader running Github Gist, and after a couple of days, 100k space-partitioned Boids being simulated on the GPU. Very happy about that one. Can’t wait to explore more of this.
2d grid spatial partitioning update.
— Michael Adaixo (@MichaelAdaixo) December 19, 2024
100k boids.
cohesion, separation, alignment, wander and evade (mouse cursor) ~20fps pic.twitter.com/LiPRFJYUuk
Goals for 2025
This year I want to focus more on two topics I hold close to my heart: AI and Performance.
On the AI side of things, I’ve already started to read up and make a demo about GOAP (Goal Oriented Action Planning), I have something running but will need to expand it to a real use case scenario to deepen my knowledge.
Another AI topic is Neural Networks. They are all the rage lately and I don’t know as much as I’d like, so that’s on my list as well.
On the Performance side of things, I don’t have a clear project or goal aside from having bought a SuperLuminal license and profiling anything and everything I’ve made. I see myself exploring more of Unreal’s Multithreading primitives and Compute Shaders as well.
Aside from that, it would be nice if I could do a small project in Zig. Maybe a super tiny game? We’ll see.
All in All
2024
- FlowPilot released in Epic Marketplace / Fab
- Cpp-To-MD: Documentation exporter for Unreal Projects
- Intro to Zig
- Intro to Go Lang
- Intro to Compute Shaders.
2025
- Continue exploring GOAP.
- Explore Neural Networks.
- Profile all the things
- Make and release a tiny game.
- Continue learning Zig
Goals are set!! Let’s see how many of these I can follow through. I’ll be happy with doing at least 3 of them.
Cheers.