I just wrote an article about implementing a basic AI in .

It features basic hunger needs, , and other goodies!



Item routing now uses persisting rolling counter.

All the registered tooltips are now searchable for quick access!


Tooltips can also be moved around!

As long as at least one tooltip node has a cursor nearby, the entire chain stays open!

The tooltip system is now done! Although it requires some UI improvements, the functionality itself is complete.

Tooltip links are generated at startup by scanning the help text for any terms registered as tooltips already.

Example code:

void tooltip_register_defaults(void) {
	// test
	tooltip_register( (tooltip) { .name = "ASSET_WOOD", .content = "Used as a building material or fuel for the ASSET_FURNACE." } );
	tooltip_register( (tooltip) { .name = "ASSET_FURNACE", .content = "Producer used to smelt ASSET_IRON_ORE into ASSET_IRON_INGOT." } );
	tooltip_register( (tooltip) { .name = "ASSET_IRON_ORE", .content = "Natural resource that can be smelted in ASSET_FURNACE." } );
	tooltip_register( (tooltip) { .name = "ASSET_IRON_INGOT", .content = "Used as a building material. It is smelted from ASSET_IRON_ORE" } );

As a user, you call:

tooltip_show("ASSET_FURNACE", mouse_pos.x+5, mouse_pos.y+5);

And the internals will draw a tooltip with references to other registered help texts in content.

Performing sanity check on the existing item production and logistics system.

The crafting tooltip is now done; over time, once I introduce GUI skinning, the layout will improve, but so far, this is a decent addition to the prototype.

WIP products now show a list of resources required to craft an item.

Recipes now get filtered by the producer!

I have also implemented a basic entity inspector.

It displays the entity's kind and position within the world (editable!)

You can also teleport the player to the entity and vice versa.


A rough version of the asset inspector is implemented now!

So far, it displays asset kind, then any linked data other systems rely on.

Thanks to the fantastic wrapper raylib-nuklear made by @[email protected], the Nuklear UI integration is seamless. I can't wait to test it out on some new tools!

I am working on Nuklear UI integration for zpl.eco2d. The end goal is to expand the dev tools with an Asset Inspector.

I plan to visualize how assets are used in a game since they are integral.

I rewrote the crafting system to now rely on our tick system, on top of that, crafting recipes can now provide the amount of ticks it takes to craft an item.

eco2d is a small 2D sandbox game you can play in your browser. The desktop version also supports networked sessions using the enet fork we maintain. The game is not aware of any networking as it's completely isolated. There's a fundamental movement, crafting (WIP), and some vehicles you can drive around. All of this is powered by flecs and rendered via raylib, cwpack for data serialization, and zpl as an all-around c99 standard library.

Over time I will provide some development updates.

You can play it at: https://zaklaus.itch.io/eco2d

Flecs flecs.dev

zpl.texed is a cross-platform stack-based image generation tool suitable for prototyping textures with pixel art aesthetics. It offers a suite of tools to generate/blend/modify stacked layers and also provides an ability to export bespoke textures into PNG files or packed C header files (a header containing an array of bytes and various metadata).