Welcome to AIM Game Engine, a powerful and versatile game engine designed to bring your game development dreams to life! With AIM, you can create stunning and immersive games with ease, whether you're a seasoned developer or just starting your journey into game development.
AIM Game Engine is packed with exciting features that will take your games to the next level:
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Easy Setup: Getting started with AIM is a breeze. Simply clone the repository to your local machine and open "AIM.HTM" in Chrome—the recommended browser for this engine.
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Monolithic Single Payload: AIM's unique architecture includes a monolithic single payload engine file, "ATOMIC_IVY_MMO.JS". This file contains all the server and client code, making it easy to deploy your game without any additional setup or dependencies.
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Versatile Level Editor: AIM provides a powerful level editor that allows you to create and customize your game's environments effortlessly. Bring your imagination to life and craft stunning game worlds with ease.
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Seamless Level Loading: Load your meticulously designed levels effortlessly with AIM's seamless level loading feature. Experience smooth transitions and create a dynamic gameplay experience for your players.
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Intuitive Level Playing: AIM's level playing functionality ensures that your game is not only visually impressive but also provides a captivating gaming experience. Immerse your players in thrilling gameplay and keep them engaged for hours on end.
Follow these simple steps to get started with AIM Game Engine:
-
Clone the AIM repository to your local machine using the following command:
git clone https://github.com/KanjiCoder/AIM.git
-
Open the root folder of the project and locate the file named "AIM.HTM".
-
Launch Chrome—the recommended browser for AIM Game Engine—and open the "AIM.HTM" file directly.
Note: When using "AIM.HTM" on a local computer, there is no need to start a local Node.js server. The engine can be run locally without networking features, allowing you to utilize the basic level editor, level loading, and level playing functionalities.
That's it! You are now ready to unleash your creativity and start building amazing games with AIM Game Engine. Explore the documentation and code samples to discover the full potential of this open-source engine.
AIM Game Engine is released under the DWT_FYW License. You are free to use this engine for your own games without any obligations. Here's what the license entails:
- You can do whatever you want with this engine.
- You are not required to pay me any money or royalties.
- You agree not to sue me over this engine, and I agree not to sue you over this engine.
For more information, please refer to the LICENSE.TXT file.
Feel the excitement and dive into the world of game development with AIM Game Engine. Unleash your creativity, create captivating gaming experiences, and let your imagination run wild!
Start building with AIM today. Happy game development!
//:_MASTER_VIDEO_REPOS_:=====================================://
Master Advanced Documentation Here :
AIM_000 - AIM_100 :: github.com/KanjiCoder/AIM_PLAYLIST_001
AIM_101 - AIM_200 :: github.com/KanjiCoder/AIM_PLAYLIST_002
AIM_201 - AIM_300 :: github.com/KanjiCoder/AIM_PLAYLIST_003
AIM_301 - AIM_400 :: github.com/KanjiCoder/AIM_PLAYLIST_004
AIM_401 - AIM_500 :: github.com/KanjiCoder/AIM_PLAYLIST_005
AIM_501 - AIM_600 :: github.com/KanjiCoder/AIM_PLAYLIST_006
AIM_601 - AIM_700 :: github.com/KanjiCoder/AIM_PLAYLIST_007
AIM_701 - AIM_800 :: github.com/KanjiCoder/AIM_PLAYLIST_008
AIM_801 - AIM_900 :: github.com/KanjiCoder/AIM_PLAYLIST_009
AIM_901 - AIM_1000 : github.com/KanjiCoder/AIM_PLAYLIST_010
//:=====================================:_MASTER_VIDEO_REPOS_://
//:_MASTER_VIDEO_INDEX_:=====================================://
I think a quick intro on my stream about :
"I am making a game engine ! "
"Welcome to the behind the scenes where I film videos"
"for youtube! "
These are my notes for publishing videos to youtube.
TODO : LINKED_ZIPPER
Do we have ring blasts yet ? YES , delete this line.
//:@OPTIMIZE@ : $_V16_TO_ARMFAB_$://
AIM_1721 : BFJ_931 : Fractal Hotel Madness Begins
AIM_1720 : BFJ_930 : Collision Implements Wrecking Rules
....MORE_NUMBERS_GO_HERE....
AIM_1710 : BFJ_920 : Bombs For Josh Video #920
AIM_1709 : FFF:C_B : Try To Invoke Fractal Flood Fill
AIM_1708 : FFF:C_A : Fixed The Escape System Bug
AIM_1707 : FFF:B_Z : More Escape Key Bug Hunt Flags
AIM_1706 : FFF:B_Y : Bug Hunting Section Of Code Base
AIM_1705 : FFF:B_X : ___________________________________
AIM_1704 : FFF:B_W : Fixing[ TOOLCON_EXIT_ERR ]
AIM_1703 : FFF:B_V : Escape Key Elwitch Stubbed In
AIM_1702 : FFF:B_U : Tool Exiting And General Escaping
AIM_1701 : SUMMARY : Summary of playlist 18 contents
AIM_1700 : NXT_LST : The next playlist is #18
AIM_1699 : BFJ_919 : Integer Map System Table Labels
....MORE_NUMBERS_GO_HERE....
AIM_1685 : BFJ_905 : NFT DRAGONBALL NECROMANCY GRAVE ROBBER
....MORE_NUMBERS_GO_HERE....
AIM_1610 : BFJ_830 <--- The Next Bombs For Josh Video
AIM_1609 : FFF:B_T : ESCAPEK [ abort / escape ] function
AIM_1608 : FFF:B_S : STUBBED : ESCDATA , ESCAPEK , ESCEXIT
AIM_1607 : FFF:B_R : NUM_PAD[0,0,0] to EXIT TOOL MODE
AIM_1606 : FFF:B_Q : Caching Mouse Click Tile Coordinates
AIM_1605 : FFF:B_P : Caching Mouse Move Tile Coordinates
AIM_1604 : FFF:B_O : Stubbing In Mouse To Render Space
AIM_1603 : FFF:B_N : Adding TOOLDAT's Static Data Members
AIM_1602 : FFF:B_M : Stubbing In TOOLDAT system .
AIM_1601 : PLACEHOLDER : What's to come .
AIM_1600 : NEXT PLAYLIST IS SEVENTEEN
AIM_1599 : BFJ_829
AIM_#### : BFJ_### <-- More Numbers Go Here
....MORE_NUMBERS_GO_HERE....
AIM_1511 : BFJ_741: Stubbing In Simple Direction Vector
AIM_1510 : BFJ_740: Bombs For Josh #740
AIM_1509 : FFF:B_L: Is a tool currently active ?
AIM_1508 : FFF:B_K: Tool System Mouse Handlers Stubbed In
AIM_1507 : FFF:B_J: Creating Non-Mixable TOC**** Typedefs
AIM_1506 : FFF:B_I: Initial Tool Click Processing System
AIM_1505 : FFF:B_H: Terminal Tool Click Data Access Indexors
AIM_1504 : FFF:B_G: ARR_TOCTERM constructor
AIM_1503 : FFF:B_F: TOCTERM && TOCFRAC Types
AIM_1502 : FFF:B_E: TOOL001 basic key handling
AIM_1501 : What's to come in the next 98 videos
AIM_1500 : NEXT 100 VIDEOS ON PLAYLIST #16
AIM_1499 : BFJ_739 : Marione ADD+SUB functions finished
........MORE_NUMBERS_GO_HERE..........
AIM_1410 : BFJ_650
AIM_1409 : FFF:B_D : TOOLKEY General Key Handler
AIM_1408 : FFF:B_C : TOOL001 Event Handler Stubs
AIM_1407 : FFF:B_B : Bug Fixing The Control Flow
AIM_1406 : FFF:B_A : Refactoring Into TOOLCON namespace
AIM_1405 : FFF:A_Z : Collect 3 Digit Tool Index
AIM_1404 : FFF:A_Y
AIM_1403 : FFF:A_X : TOOLCON && TOOL001 System Stubs
AIM_1402 : FFF:A_W : Universal Tool Indexes
AIM_1401 : SUMMARY : Summary Of Playlist Video
AIM_1400 : NXT_LST : Next 100 Video Playlist Video
AIM_1399 : BFJ_649 : _________________________________
AIM_1398 : BFJ_648 : _________________________________
AIM_1397 : BFJ_647 : _________________________________
AIM_1396 : BFJ_646 : _________________________________
AIM_1395 : BFJ_645 : _________________________________
AIM_1394 : BFJ_644 : _________________________________
AIM_1393 : BFJ_643 : _________________________________
AIM_1392 : BFJ_642 : _________________________________
AIM_1391 : BFJ_641 : _________________________________
AIM_1390 : BFJ_640 : _________________________________
AIM_1389 : BFJ_639 : _________________________________
AIM_1388 : BFJ_638 : _________________________________
AIM_1387 : BFJ_637 : _________________________________
AIM_1386 : BFJ_636 : _________________________________
AIM_1385 : BFJ_635 : _________________________________
AIM_1384 : BFJ_634 : _________________________________
AIM_1383 : BFJ_633 : _________________________________
AIM_1382 : BFJ_632 : _________________________________
AIM_1381 : BFJ_631 : _________________________________
AIM_1380 : BFJ_630 : _________________________________
AIM_1379 : BFJ_629 : _________________________________
AIM_1378 : BFJ_628 : _________________________________
AIM_1377 : BFJ_627 : _________________________________
AIM_1376 : BFJ_626 : _________________________________
AIM_1375 : BFJ_625 : _________________________________
AIM_1374 : BFJ_624 : _________________________________
AIM_1373 : BFJ_623 : _________________________________
AIM_1372 : BFJ_622 : _________________________________
AIM_1371 : BFJ_621 : _________________________________
AIM_1370 : BFJ_620 : _________________________________
AIM_1369 : BFJ_619 : _________________________________
AIM_1368 : BFJ_618 : _________________________________
AIM_1367 : BFJ_617 : _________________________________
AIM_1366 : BFJ_616 : _________________________________
AIM_1365 : BFJ_615 : _________________________________
AIM_1364 : BFJ_614 : _________________________________
AIM_1363 : BFJ_613 : _________________________________
AIM_1362 : BFJ_612 : _________________________________
AIM_1361 : BFJ_611 : _________________________________
AIM_1360 : BFJ_610 : _________________________________
AIM_1359 : BFJ_609 : _________________________________
AIM_1358 : BFJ_608 : _________________________________
AIM_1357 : BFJ_607 : _________________________________
AIM_1356 : BFJ_606 : _________________________________
AIM_1355 : BFJ_605 : _________________________________
AIM_1354 : BFJ_604 : _________________________________
AIM_1353 : BFJ_603 : _________________________________
AIM_1352 : BFJ_602 : _________________________________
AIM_1351 : BFJ_601 : _________________________________
AIM_1350 : BFJ_600 : _________________________________
AIM_1349 : BFJ_599 : _________________________________
AIM_1348 : BFJ_598 : _________________________________
AIM_1347 : BFJ_597 : _________________________________
AIM_1346 : BFJ_596 : _________________________________
AIM_1345 : BFJ_595 : _________________________________
AIM_1344 : BFJ_594 : _________________________________
AIM_1343 : BFJ_593 : _________________________________
AIM_1342 : BFJ_592 : _________________________________
AIM_1341 : BFJ_591 : _________________________________
AIM_1340 : BFJ_590 : _________________________________
AIM_1339 : BFJ_589 : _________________________________
AIM_1338 : BFJ_588 : _________________________________
AIM_1337 : BFJ_587 : _________________________________
AIM_1336 : BFJ_586 : _________________________________
AIM_1335 : BFJ_585 : _________________________________
AIM_1334 : BFJ_584 : _________________________________
AIM_1333 : BFJ_583 : _________________________________
AIM_1332 : BFJ_582 : _________________________________
AIM_1331 : BFJ_581 : _________________________________
AIM_1330 : BFJ_580 : _________________________________
AIM_1329 : BFJ_579 : _________________________________
AIM_1328 : BFJ_578 : _________________________________
AIM_1327 : BFJ_577 : _________________________________
AIM_1326 : BFJ_576 : _________________________________
AIM_1325 : BFJ_575 : _________________________________
AIM_1324 : BFJ_574 : _________________________________
AIM_1323 : BFJ_573 : _________________________________
AIM_1322 : BFJ_572 : _________________________________
AIM_1321 : BFJ_571 : _________________________________
AIM_1320 : BFJ_570 : _________________________________
AIM_1319 : BFJ_569 : _________________________________
AIM_1318 : BFJ_568 : Why Mega Man X4,X5,X6,X7,X8 SUCK
AIM_1317 : BFJ_567 : _________________________________
AIM_1316 : BFJ_566 : _________________________________
AIM_1315 : BFJ_565 : _________________________________
AIM_1314 : BFJ_564 : _________________________________
AIM_1313 : BFJ_563 : _________________________________
AIM_1312 : BFJ_562 : _________________________________
AIM_1311 : BFJ_561 : _________________________________
AIM_1310 : BFJ_560 : F_BOMSIMP_PROXACT_MINEGTX_MINEGTY ?
AIM_1309 : FRABUCK : Fractal Flood Fill (FFF) Part A_V
AIM_1308 : FRABUCK : Fractal Flood Fill (FFF) Part A_U
AIM_1307 : FRABUCK : Fractal Flood Fill (FFF) Part A_T
AIM_1306 : FRABUCK : Fractal Flood Fill (FFF) Part A_S
AIM_1305 : FRABUCK : Fractal Flood Fill (FFF) Part A_R
AIM_1304 : FRABUCK : Fractal Flood Fill (FFF) Part A_Q
AIM_1303 : FRABUCK : Fractal Flood Fill (FFF) Part A_P
AIM_1302 : FRABUCK : Fractal Flood Fill (FFF) Part A_O
AIM_1301 : SUMMARY : Summary Of What Is To Come Video
AIM_1300 : NXT_LST : How To Get To The Next Playlist
AIM_1299 : BFJ_559 : F_BOMSIMP_PROXACT_MINEGTX_MINEGTY
AIM_1298 : BFJ_558 : F_BOMSIMP_PROXACT_MINEGTX_MINEGTY
AIM_1297 : BFJ_557 : F_BOMSIMP_PROXACT_MINEGTX_MINEGTY
AIM_1296 : BFJ_556 : SYSTEM[ MARIONE ]MOVED_DOWN_FILE
AIM_1295 : BFJ_555 : F_MARIONE_TIK - MINE_ACTIVATION
.....
MISSING_VIDEOS_IN_LISTING_ADD_THEM_TO_LISTING
.....
AIM_1268 : BFJ_528 : CAMGROW makes viewports proportional
AIM_1267 : BFJ_527 : Creating EXTEN2D Constructor
AIM_1266 : BFJ_526 : Stubbing in the CAMSIZE sub-system
AIM_1265 : BFJ_525 : ______________________________________
AIM_1264 : BFJ_524 : ______________________________________
AIM_1263 : BFJ_523 : ______________________________________
AIM_1262 : BFJ_522 : ______________________________________
AIM_1261 : BFJ_521 : ______________________________________
AIM_1260 : BFJ_520 : ______________________________________
AIM_1259 : BFJ_519 : ______________________________________
AIM_1258 : BFJ_518 : ______________________________________
AIM_1257 : BFJ_517 : ______________________________________
AIM_1256 : BFJ_516 : ______________________________________
AIM_1255 : BFJ_515 : ______________________________________
AIM_1254 : BFJ_514 : ______________________________________
AIM_1253 : BFJ_513 : ______________________________________
AIM_1252 : BFJ_512 : ______________________________________
AIM_1251 : BFJ_511 : ______________________________________
AIM_1250 : BFJ_510 : Is it time for MKB yet ?
AIM_1249 : BFJ_509 : When are we going to do MKB ?
AIM_1248 : BFJ_508 : NO POI PROJECT ANYMORE
AIM_1247 : BFJ_507 : POI_087 : THE LAST OF THE POI
AIM_1246 : BFJ_506 : POI_086 : 2ND TO LAST POI DELTA
.....
MISSING_VIDEOS_IN_LISTING_ADD_THEM_TO_LISTING
.....
AIM_1210 : BFJ_470 : POI_050 : F_SPAWNAG_GEN_HSP FINISH
AIM_1209 : FRABUCK : Fractal Flood Fill (FFF) Part A_N
AIM_1208 : FRABUCK : Fractal Flood Fill (FFF) Part A_M
AIM_1207 : FRABUCK : Fractal Flood Fill (FFF) Part A_L
AIM_1206 : FRABUCK : Fractal Flood Fill (FFF) Part A_K
AIM_1205 : FRABUCK : Fractal Flood Fill (FFF) Part A_J
AIM_1204 : FRABUCK : Fractal Flood Fill (FFF) Part A_I
AIM_1203 : FRABUCK : Fractal Flood Fill (FFF) Part A_H
AIM_1202 : FRABUCK : Fractal Flood Fill (FFF) Part A_G
AIM_1201 : SUMMARY PLACEHOLDER VIDEO
AIM_1200 : NEXT PLAYLIST VIDEO
AIM_1199 : BFJ_469 : POI_049 : POInt sprite research #049
AIM_1198 : BFJ_468 : POI_048 : POInt sprite research #048
AIM_1197 : BFJ_467 : POI_047 : POInt sprite research #047
AIM_1196 : BFJ_466 : POI_046 : POInt sprite research #046
AIM_1195 : BFJ_465 : POI_045 : POInt sprite research #045
AIM_1194 : BFJ_464 : POI_044 : POInt sprite research #044
AIM_1193 : BFJ_463 : POI_043 : POInt sprite research #043
AIM_1192 : BFJ_462 : POI_042 : POInt sprite research #042
AIM_1191 : BFJ_461 : POI_041 : POInt sprite research #041
AIM_1190 : BFJ_460 : POI_040 : POInt sprite research #040
AIM_1189 : BFJ_459 : POI_039 : POInt sprite research #039
AIM_1188 : BFJ_458 : POI_038 : POInt sprite research #038
AIM_1187 : BFJ_457 : POI_037 : POInt sprite research #037
AIM_1186 : BFJ_456 : POI_036 : POInt sprite research #036
AIM_1185 : BFJ_455 : ARTEMIS : Time Sensitive Sprite Size
AIM_1184 : BFJ_454 : ARTEMIS : Dot Only In Game Mode .
AIM_1183 : BFJ_453 : ARTEMIS : We've got a green dot !
AIM_1182 : BFJ_452 : ARTEMIS : Compiling Shader Objects
AIM_1181 : BFJ_451 : ARTEMIS : Creating Shader Objects
AIM_1180 : BFJ_450 : ARTEMIS : Initial Shader Source
AIM_1179 : BFJ_449 : ARTEMIS : Unit Test Attrib Indexes
AIM_1178 : BFJ_448 : POI_035 : POInt sprite research #035
AIM_1177 : BFJ_447 : POI_034 : POInt sprite research #034
AIM_1176 : BFJ_446 : POI_033 : POInt sprite research #033
AIM_1175 : BFJ_445 : POI_032 : POInt sprite research #032
AIM_1174 : BFJ_444 : POI_031 : POInt sprite research #031
AIM_1173 : BFJ_443 : POI_030 : POInt sprite research #030
AIM_1172 : BFJ_442 : POI_029 : POInt sprite research #029
AIM_1171 : BFJ_441 : POI_028 : POInt sprite research #028
AIM_1170 : BFJ_440 : POI_027 : POInt sprite research #027
AIM_1169 : BFJ_439 : POI_026 : POInt sprite research #026
AIM_1168 : BFJ_438 : POI_025 : POInt sprite research #025
AIM_1167 : BFJ_437 : POI_024 : POInt sprite research #024
AIM_1166 : BFJ_436 : POI_023 : POInt sprite research #023
AIM_1165 : BFJ_435 : POI_022 : POInt sprite research #022
AIM_1164 : BFJ_434 : POI_021 : POInt sprite research #021
AIM_1163 : BFJ_433 : POI_020 : POInt sprite research #020
AIM_1162 : BFJ_432 : POI_019 : POInt sprite research #019
AIM_1161 : BFJ_431 : POI_018 : POInt sprite research #018
AIM_1160 : BFJ_430 : POI_017 : POInt sprite research #017
AIM_1159 : BFJ_429 : POI_016 : POInt sprite research #016
AIM_1158 : BFJ_428 : POI_015 : POInt sprite research #015
AIM_1157 : BFJ_427 : POI_014 : POInt sprite research #014
AIM_1156 : BFJ_426 : POI_013 : POInt sprite research #013
AIM_1155 : BFJ_425 : POI_012 : POInt sprite research #012
AIM_1154 : BFJ_424 : POI_011 : POInt sprite research #011
AIM_1153 : BFJ_423 : POI_010 : POInt sprite research #010
AIM_1152 : BFJ_422 : POI_009 : POInt sprite research #009
AIM_1151 : BFJ_421 : POI_008 : POInt sprite research #008
AIM_1150 : BFJ_420 : POI_007 : POInt sprite research #007
AIM_1149 : BFJ_419 : POI_006 : POInt sprite research #006
AIM_1148 : BFJ_418 : POI_005 : POInt sprite research #005
AIM_1147 : BFJ_417 : POI_004 : POInt sprite research #004
AIM_1146 : BFJ_416 : POI_003 : POInt sprite research #003
AIM_1145 : BFJ_415 : POI_002 : POInt sprite research #002
AIM_1144 : BFJ_414 : POI_001 : POInt sprite research #001
AIM_1143 : BFJ_413 : --------------------------------
AIM_1142 : BFJ_412 : IDEA : HELL RAISER SPACE FOLDING
AIM_1141 : BFJ_411 : --------------------------------
AIM_1140 : BFJ_410 : Uh oh, hear comes an idea !
AIM_1139 : BFJ_409 : texture texel fetches ...
AIM_1138 : BFJ_408 : handle massive amounts of integer
AIM_1137 : BFJ_407 : My guess is that the laptop cannot
AIM_1136 : BFJ_406 : what is wrong with the laptop ?
AIM_1135 : BFJ_405 : machine. So the question is...
AIM_1134 : BFJ_404 : graphics card on my 2017 steam
AIM_1133 : BFJ_403 : desktop computer. I have a GTX960
AIM_1132 : BFJ_402 : old 2017 steam machine compact
AIM_1131 : BFJ_401 : really bad. It doesn't lag on my
AIM_1130 : BFJ_400 : and discovered that it was lagging
AIM_1129 : BFJ_399 : night I tried out the BFJ shader
AIM_1128 : BFJ_398 : While I was in the bathroom last
AIM_1127 : BFJ_397 : working on.
AIM_1126 : BFJ_396 : for the "Open Source MMO" we are
AIM_1125 : BFJ_395 : is my "Game Designer" and "Artist"
AIM_1124 : BFJ_394 : because of the quotes, he really
AIM_1123 : BFJ_393 : I don't mean that sarcastically
AIM_1122 : BFJ_392 : "Game Designer" and "Artist" .
AIM_1121 : BFJ_391 : "Bombs For Josh" , Josh Is My
AIM_1120 : BFJ_390 : as "BFJ" which stands for
AIM_1119 : BFJ_389 : I've been working on a task known
AIM_1118 : BFJ_388 : known as "bomberman" .
AIM_1117 : BFJ_387 : lot like the HudsonSoft classic
AIM_1116 : BFJ_386 : We are going to make a game a
AIM_1115 : BFJ_385 : this idea for this engine.
AIM_1114 : BFJ_384 : for over 10 years I have had
AIM_1113 : BFJ_383 : It's for a game idea I have had
AIM_1112 : BFJ_382 : I am making a game engine.
AIM_1111 : BFJ_381 : Atomic Ivy MMO Dev Log Code Log
AIM_1110 : BFJ_380 : LAZETET_STOPPER helper function.
AIM_1109 : FRABUCK : Fractal Flood Fill (FFF) Part A_F
AIM_1108 : FRABUCK : Fractal Flood Fill (FFF) Part A_E
AIM_1107 : FRABUCK : Fractal Flood Fill (FFF) Part A_D
AIM_1106 : FRABUCK : Fractal Flood Fill (FFF) Part A_C
AIM_1105 : FRABUCK : Fractal Flood Fill (FFF) Part A_B
AIM_1104 : FRABUCK : Fractal Flood Fill (FFF) Part A_A
AIM_1103 : FRABUCK : Fractal Flood Fill (FFF) Part _Z_
AIM_1102 : FRABUCK : Fractal Flood Fill (FFF) Part _Y_
AIM_1101 : PHOLDER : Place holder video.
AIM_1100 : NXT_LST : Next Playlist Video.
AIM_1099 : BFJ_379 : fadapin , fadalaz , fadajax , fadabox
AIM_1098 : BFJ_378 :
AIM_1097 : BFJ_377 : Lazer Back Stop Spark Pins
AIM_1096 : BFJ_376 :
AIM_1095 : BFJ_375 :
AIM_1094 : BFJ_374 :
AIM_1093 : BFJ_373 :
AIM_1092 : BFJ_372 :
AIM_1091 : BFJ_371 : Box Bombs Can Now Cross Boarders
AIM_1090 : BFJ_370
AIM_1089 : BFJ_369
AIM_1088 : BFJ_368
AIM_1087 : BFJ_367
AIM_1086 : BFJ_366 : Lazer Blast Drill Chipping
AIM_1085 : BFJ_365
AIM_1084 : BFJ_364
AIM_1083 : BFJ_363
AIM_1082 : BFJ_362
AIM_1081 : BFJ_361
AIM_1080 : BFJ_360
AIM_1079 : BFJ_359
AIM_1078 : BFJ_358
AIM_1077 : BFJ_357
AIM_1076 : BFJ_356
AIM_1075 : BFJ_355
AIM_1074 : BFJ_354
AIM_1073 : BFJ_353
AIM_1072 : BFJ_352
AIM_1071 : BFJ_351
AIM_1070 : BFJ_350
AIM_1069 : BFJ_349
AIM_1068 : BFJ_348
AIM_1067 : BFJ_347
AIM_1066 : BFJ_346
AIM_1065 : BFJ_345
AIM_1064 : BFJ_344
AIM_1063 : BFJ_343
AIM_1062 : BFJ_342
AIM_1061 : BFJ_341
AIM_1060 : BFJ_340
AIM_1059 : BFJ_339
AIM_1058 : BFJ_338
AIM_1057 : BFJ_337
AIM_1056 : BFJ_336
AIM_1055 : BFJ_335
AIM_1054 : BFJ_334
AIM_1053 : BFJ_333
AIM_1052 : BFJ_332
AIM_1051 : BFJ_331
AIM_1050 : BFJ_330
AIM_1049 : BFJ_329
AIM_1048 : BFJ_328
AIM_1047 : BFJ_327
AIM_1046 : BFJ_326
AIM_1045 : BFJ_325
AIM_1044 : BFJ_324
AIM_1043 : BFJ_323
AIM_1042 : BFJ_322
AIM_1041 : BFJ_321
AIM_1040 : BFJ_320
AIM_1039 : BFJ_319
AIM_1038 : BFJ_318 : Me From Myself. Because I am about
AIM_1037 : BFJ_317 : Me Insane. Someone Please Help Save
AIM_1036 : BFJ_316 : Taking Forever And It Is Driving
AIM_1035 : BFJ_315 : The Bombs For Josh Task Has Been
AIM_1034 : BFJ_314 : LAZEFAB Pre-Fab Initializer Body
AIM_1033 : BFJ_313 : LAZEFAB System ( LAZE pre-fabs )
AIM_1032 : BFJ_312 : LAZEJAX Constructor Function
AIM_1031 : BFJ_311 : LAZELAZ Constructor Function
AIM_1030 : BJF_310 : LAZETET Constructor Function
AIM_1029 : BFJ_309 : LAZERRA Constructor Function
AIM_1028 : BFJ_308 : LAZERAY Constructor Function
AIM_1027 : BFJ_307 : LAZERAY,LAZERRA,LAZETET,LAZELAZ,LAZEJAX
AIM_1026 : BFJ_306 : Atomic Ivy Engine Documentation
AIM_1025 : BFJ_305 : Atomic Ivy Engine Documentation
AIM_1024 : BFJ_304 : Atomic Ivy Engine Documentation
AIM_1023 : BFJ_303 : Atomic Ivy Engine Documentation
AIM_1022 : BFJ_302 : Atomic Ivy Engine Documentation
AIM_1021 : BFJ_301 : Atomic Ivy Engine Documentation
AIM_1020 : BFJ_300 : Atomic Ivy Engine Documentation
AIM_1019 : BFJ_299 : Atomic Ivy Engine Documentation
AIM_1018 : BFJ_298 : Atomic Ivy Engine Documentation
AIM_1017 : BFJ_297 : Atomic Ivy Engine Documentation
AIM_1016 : BFJ_296 : Atomic Ivy Engine Documentation
AIM_1015 : BFJ_295 : Atomic Ivy Engine Documentation
AIM_1014 : BFJ_294 : Atomic Ivy Engine Documentation
AIM_1013 : BFJ_293 : Atomic Ivy Engine Documentation
AIM_1012 : BFJ_292 : Atomic Ivy Engine Documentation
AIM_1011 : BFJ_291 : Atomic Ivy Engine Documentation
AIM_1010 : BFJ_290 : I Forget Where We Left Off Dude
AIM_1009 : FRABUCK : Flood FIll Brush Part _X_
AIM_1008 : FRABUCK : Flood Fill Brush Part _W_
AIM_1007 : FRABUCK : Flood Fill Brush Part _V_
AIM_1006 : FRABUCK : Flood Fill Brush Part _U_
AIM_1005 : FRABUCK : Flood Fill Brush Part _T_
AIM_1004 : FRABUCK : Flood Fill Brush Part _S_
AIM_1003 : FRABUCK : Flood Fill Brush Part _R_
AIM_1002 : FRABUCK : Flood Fill Brush Part _Q_
AIM_1001 : PLACE_HOLDER
NINJACODER_ __BRAVE________________________________________
KANJICODER_ __TORCH________________________________________
WEEBCODER__ __MIDORI_______________________________________
BEGIN_UPLOADS ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
AIM_1000: NEXT PLAYLIST DEC 27, 2024
AIM_999 : BFJ_289 : Atomic Ivy MMO Documentation DEC 26, 2024
AIM_998 : BFJ_288 : Atomic Ivy MMO Documentation DEC 25, 2024
AIM_997 : BFJ_287 : Atomic Ivy MMO Documentation DEC 24, 2024
AIM_996 : BFJ_286 : Atomic Ivy MMO Documentation DEC 23, 2024
AIM_995 : BFJ_285 : This unit test is a disaster DEC 22, 2024
AIM_994 : BFJ_284 : Cross check shared corner DPI values DEC 21, 2024
AIM_993 : BFJ_283 : Calculate shared corner DPI values DEC 20, 2024
AIM_992 : BFJ_282 : More[ F_HUNKRIN_UTM ]Code DEC 19, 2024
AIM_991 : BFJ_281 : ALLBASE & ALLSEEK UTM Bodies DEC 18, 2024
AIM_990 : BFJ_280 : ALLBASE & ALLSEEK System Stubs DEC 17, 2024
AIM_989 : BFJ_279 : Atomic Ivy MMO Source Documentation DEC 16, 2024
AIM_988 : BFJ_278 : Atomic Ivy MMO Source Documentation DEC 15, 2024
AIM_987 : BFJ_277 : NOT_A_MISTAKE_THESE_ARE_THE_SAME DEC 14, 2024
AIM_986 : BFJ_276 : REORDER : BOM[SEEK|BASE],FAD[SEEK|BASE] DEC 13, 2024
AIM_985 : BFJ_275 : Train De-Railed : GEOSEEK & GEOBASE DEC 12, 2024
AIM_984 : BFJ_274 : UAK : Unittest_Answer_Key (stubbed) DEC 11, 2024
AIM_983 : BFJ_273 : Wire Up HUNKRIN unit test DEC 10, 2024
AIM_982 : BFJ_272 : Beginning HUNKRIN unit test DEC 09, 2024
AIM_981 : BFJ_271 : Misc Hunk Vector Member Refactor DEC 08, 2024
AIM_980 : BFJ_270 : ar9_r13 and ar9_dpi tests done. DEC 07, 2024
AIM_979 : BFJ_269 : Atomic Ivy MMO Source Documentation DEC 06, 2024
AIM_978 : BFJ_268 : Atomic Ivy MMO Source Documentation DEC 05, 2024
AIM_977 : BFJ_267 : (r13,ar9)→( adj_dpi )populate DEC 04, 2024
AIM_976 : BFJ_266 : (r13,ar9)→( adjacent r13 ) test DEC 03, 2024
AIM_975 : BFJ_265 : (r13,ar9)→( adj_r13 || adj_dpi ) DEC 02, 2024 UPLOADED
AIM_974 : BFJ_264 : Calculate[ vec_dpi ]AND[ vec_r13 ]. DEC 01, 2024 UPLOADED
AIM_973 : BFJ_263 : AR9 And HV4 Enumerations NOV 30, 2024 UPLOADED
AIM_972 : BFJ_262 : Batch Your Drawing Calls NOV 29, 2024 UPLOADED
AIM_971 : BFJ_261 : Added Enumeration Section To Engine NOV 28, 2024 UPLOADED
AIM_970 : BFJ_260 : Atomic Ivy Source Code Docs NOV 27, 2024 UPLOADED
AIM_969 : BFJ_259 : Atomic Ivy Source Code Docs NOV 26, 2024 UPLOADED
AIM_968 : BFJ_258 : Atomic Ivy Source Code Docs NOV 25, 2024 UPLOADED
AIM_967 : BFJ_257 : Atomic Ivy Source Code Docs NOV 24, 2024 UPLOADED
AIM_966 : BFJ_256 : Atomic Ivy Source Code Docs NOV 23, 2024 UPLOADED
AIM_965 : BFJ_255 : Atomic Ivy Source Code Docs NOV 22, 2024 UPLOADED
AIM_964 : BFJ_254 : Atomic Ivy Source Code Docs NOV 21, 2024 UPLOADED
AIM_963 : BFJ_253 : Atomic Ivy Source Code Docs NOV 20, 2024 UPLOADED
AIM_962 : BFJ_252 : Atomic Ivy Source Code Docs NOV 19, 2024 UPLOADED
AIM_961 : BFJ_251 : Atomic Ivy Source Code Docs NOV 18, 2024 UPLOADED
AIM_960 : BFJ_250 : Atomic Ivy Source Code Docs NOV 17, 2024 UPLOADED
AIM_959 : BFJ_249 : IMPRINT : Logging Core Logic ? ? ? ? NOV 16, 2024 UPLOADED
AIM_958 : BFJ_248 : IMPRINT : Line Buffer Static Data NOV 15, 2024 UPLOADED
AIM_957 : BFJ_247 : IMPRINT : Tile Map Console Logger NOV 14, 2024 UPLOADED
AIM_956 : BFJ_246 : BOMAREA : Simulation Test Finished NOV 13, 2024 UPLOADED
AIM_955 : BFJ_245 : BOMAREA : Finishing Detonator Funcs NOV 12, 2024 UPLOADED
AIM_954 : BFJ_244 : BOMAREA : BLASTIN Struct Loading NOV 11, 2024 UPLOADED
AIM_953 : BFJ_243 : BOMAREA : Detonator Preludes NOV 10, 2024 UPLOADED
AIM_952 : BFJ_242 : BOMAREA : Box Blast Simulation Code NOV 09, 2024 UPLOADED
AIM_951 : BFJ_241 : Atomic Ivy MMO Game Engine Docs NOV 08, 2024 UPLOADED
AIM_950 : BFJ_240 : Atomic Ivy MMO Game Engine Docs NOV 07, 2024 UPLOADED
AIM_949 : BFJ_239 : BOMAREA : Ring Blast Algorithm NOV 06, 2024 UPLOADED
AIM_948 : BFJ_238 : BOMAREA : Lazer Box Sub Types NOV 05, 2024 UPLOADED
AIM_947 : BFJ_237 : Atomic Ivy MMO ( Source Code Docs ) NOV 04, 2024 UPLOADED
AIM_946 : BFJ_236 : Atomic Ivy MMO ( Source Code Docs ) NOV 03, 2024 UPLOADED
AIM_945 : BFJ_235 : Blastin Struct NOV 02, 2024 UPLOADED
AIM_944 : BFJ_234 : BOMAREA : Blast Bound Table Checks NOV 01, 2024 UPLOADED
AIM_943 : BFJ_233 : BOMAREA : Blast Bounds Lookup Tables OCT 31, 2024 UPLOADED
AIM_942 : BFJ_232 : BOMAREA : All UTM Stubs Stubbed In OCT 30, 2024 UPLOADED
AIM_941 : BFJ_231 : BOMAREA : Simulation Blast Helpers OCT 29, 2024 UPLOADED
AIM_940 : BFJ_230 : BOMAREA : Seeding The Simulation OCT 28, 2024 UPLOADED
AIM_939 : BFJ_229 : BOMAREA : Unit Test Simulation Work OCT 27, 2024 UPLOADED
AIM_938 : BFJ_228 : BOMAREA_INI && BOMAREA_UTM Stubs OCT 26, 2024 UPLOADED
AIM_937 : BFJ_227 : Bomb Category Consts and Lookup Tables OCT 25, 2024 UPLOADED
AIM_936 : BFJ_226 : SYSTEMS : V16GEOM , V16BOMB , V16FADA OCT 24, 2024 UPLOADED
AIM_935 : BFJ_225 : BOMBAREA Unit Test Arrays ( UTA ) OCT 23, 2024 UPLOADED
AIM_934 : BFJ_224 : New Sub System : BOMBAREA OCT 22, 2024 UPLOADED
AIM_933 : BFJ_223 : Monkey Wrench Macros And Sanity Checks OCT 21, 2024 UPLOADED
AIM_932 : BFJ_222 : F_DACAFAD_CACACHE_BINFADA ImplementationOCT 20, 2024 UPLOADED
AIM_931 : BFJ_221 : BOMTHOT Fada Tile Cache Update OCT 19, 2024 UPLOADED
AIM_930 : BFJ_220 : DACAFAD SubSystem Stubbed In OCT 18, 2024 UPLOADED
AIM_929 : BFJ_219 : EFC_AIB work - RING EXPLOSION OCT 17, 2024 UPLOADED
AIM_928 : BFJ_218 : EFC_SPK work. OCT 16, 2024 UPLOADED
AIM_927 : BFJ_217 : T_LXY & T_AXY Top Level Structs OCT 15, 2024 UPLOADED
AIM_926 : BFJ_216 : Hunker Switchboard / Routing OCT 14, 2024 UPLOADED
AIM_925 : BFJ_215 : HUK and HUKAREA top level types. OCT 13, 2024 UPLOADED
AIM_924 : BFJ_214 : Stubbing in the HUNK Systems OCT 12, 2024 UPLOADED
AIM_923 : BFJ_213 : Atomic Ivy MMO ( Source Code Docs ) OCT 11, 2024 UPLOADED
AIM_922 : BFJ_212 : Atomic Ivy MMO ( Source Code Docs ) OCT 10, 2024 UPLOADED
AIM_921 : BFJ_211 : Maybe we tweak lazer settings ? ?? ? OCT 09, 2024 UPLOADED
AIM_920 : BFJ_210 : Varying Fada SubType Behaviors OCT 08, 2024 UPLOADED
AIM_919 : BFJ_209 : Atomic Ivy MMO ( Source Code Docs ) OCT 07, 2024 UPLOADED
AIM_918 : BFJ_208 : Atomic Ivy MMO ( Source Code Docs ) OCT 06, 2024 UPLOADED
AIM_917 : BFJ_207 : Configure a NON-ZERO cooldown time OCT 05, 2024 UPLOADED
AIM_916 : BFJ_206 : Re-Triggerable / Re-Trippable Sparkers OCT 04, 2024 UPLOADED
AIM_915 : BFJ_205 : Refractory Period Rendering Code #2 OCT 03, 2024 UPLOADED
AIM_914 : BFJ_204 : Refractory Period Rendering Code #1 OCT 02, 2024 UPLOADED
AIM_913 : BFJ_203 : Letter Box Area Click Error Fix OCT 01, 2024 UPLOADED
AIM_912 : BFJ_202 : Editor Controller Swap Cam Bug Fix SEP 30, 2024 UPLOADED
AIM_911 : BFJ_201 : Alter Bomb State After It Explodes SEP 29, 2024 UPLOADED
AIM_910 : BFJ_200 : BOMB_COOLDOWN_PERIOD SEP 28, 2024 UPLOADED
AIM_909 : FRABUCK : Flood Fill Brush Part _P_ SEP 27, 2024 UPLOADED
AIM_908 : FRABUCK : Flood Fill Brush Part _O_ SEP 26, 2024 UPLOADED
AIM_907 : FRABUCK : Flood Fill Brush Part _N_ SEP 25, 2024 UPLOADED
AIM_906 : FRABUCK : Flood Fill Brush Part _M_ SEP 24, 2024 UPLOADED
AIM_905 : FRABUCK : Flood Fill Brush Part _L_ SEP 23, 2024 UPLOADED
AIM_904 : FRABUCK : Flood Fill Brush Part _K_ SEP 22, 2024 UPLOADED
AIM_903 : FRABUCK : Flood Fill Brush Part _J_ SEP 21, 2024 UPLOADED
AIM_902 : FRABUCK : Flood Fill Brush Part _I_ SEP 20, 2024 UPLOADED
AIM_901 : PLACE_HOLDER ( For What's To Come Summary ) SEP 19, 2024 UPLOADED
AIM_900 : NEXT_PLAYLIST ( KANJI_010|NINJA_010|WEEBU_010 ) SEP 18, 2024
AIM_899 : BFJ_199 : BITGEOM , BITBOMB , BITFADA SEP 17, 2024
AIM_898 : BFJ_198 : Consistent Chain Reactions SEP 16, 2024
AIM_897 : BFJ_197 : Assymetric Chain Reactions SEP 15, 2024
AIM_896 : BFJ_196 : Very Buggy Chain Reactions SEP 14, 2024
AIM_895 : BFJ_195 : Atomic Ivy MMO ( Source Code Docs ) SEP 13, 2024
AIM_894 : BFJ_194 : Atomic Ivy MMO ( Source Code Docs ) SEP 12, 2024
AIM_893 : BFJ_193 : Atomic Ivy MMO ( Source Code Docs ) SEP 11, 2024
AIM_892 : BFJ_192 : Sucessive "B" Presses In Edit Mode SEP 10, 2024
AIM_891 : BFJ_191 : Bomb State Rendering Code SEP 09, 2024
AIM_890 : BFJ_190 : BOMTHOT Bomb Setter Final Bug Fixes SEP 08, 2024
AIM_889 : BFJ_189 : Returning[ o_dpxy128 ] SEP 07, 2024
AIM_888 : BFJ_188 : BOMTHOT [dpx,dpy] calculations SEP 06, 2024
AIM_887 : BFJ_187 : BOMTHOT Dont Set Bombs In Void Rooms SEP 05, 2024
AIM_886 : BFJ_186 : BOMTHOT bomcent flag + return dpi SEP 04, 2024
AIM_885 : BFJ_185 : BOMTHOT Binary Bomb Payload SEP 03, 2024
AIM_884 : BFJ_184 : Procedural Diamond Inheritance SEP 02, 2024
AIM_883 : BFJ_183 : Atomic Ivy MMO ( Source Code Docs ) SEP 01, 2024
AIM_882 : BFJ_182 : Click Position To World Position Aug 31, 2024
AIM_881 : BFJ_181 : Y-Axis Math : Pixel To Plank Unit Aug 30, 2024
AIM_880 : BFJ_180 : X-Axis Math : Pixel To Plank Unit Aug 29, 2024
AIM_879 : BFJ_179 : CLIMATH Sub System Stub In Aug 28, 2024
AIM_878 : BFJ_178 : FAM Click Handler Body Aug 27, 2024
AIM_877 : BFJ_177 : fam_la3 added to game state object Aug 26, 2024
AIM_876 : BFJ_176 : Flame Shape , Damage , Effects Aug 25, 2024
AIM_875 : BFJ_175 : SIMFIRE signature and body work Aug 24, 2024 UPLOADED
AIM_874 : BFJ_174 : Bomb Explosion Settings - Lazer Boxes Aug 23, 2024 UPLOADED
AIM_873 : BFJ_173 : Bomb Explosion Settings - Box Bombs Aug 22, 2024 UPLOADED
AIM_872 : BFJ_172 : Bomb Explosion Settings - Spark Pins Aug 21, 2024 UPLOADED
AIM_871 : BFJ_171 : Half Baked Bomb Magnitude Tables Aug 20, 2024 UPLOADED
AIM_870 : BFJ_170 : Game Mode GPU Texture Sync Aug 19, 2024 UPLOADED
AIM_869 : BFJ_169 : Atomic Ivy MMO ( Source Code Docs ) Aug 18, 2024 UPLOADED
AIM_868 : BFJ_168 : Atomic Ivy MMO ( Source Code Docs ) Aug 17, 2024 UPLOADED
AIM_867 : BFJ_167 : Steal Johan's Electric Keyboard Aug 16, 2024 UPLOADED
AIM_866 : BFJ_166 : Set That SL*TTY Pixel Down Aug 15, 2024 UPLOADED
AIM_865 : BFJ_165 : Atomic Ivy MMO ( Source Code Docs ) Aug 14, 2024 UPLOADED
AIM_864 : BFJ_164 : Atomic Ivy MMO ( Source Code Docs ) Aug 13, 2024 UPLOADED
AIM_863 : BFJ_163 : Atomic Ivy MMO ( Source Code Docs ) Aug 12, 2024 UPLOADED
AIM_862 : BFJ_162 : BOMTHOT Only Put FADA In Center Hotel Aug 11, 2024 UPLOADED
AIM_861 : BFJ_161 : BOMTHOT Fada Tile Putter Stub Aug 10, 2024 UPLOADED
AIM_860 : BFJ_160 : BOMTHOT system added Aug 09, 2024 UPLOADED
AIM_859 : BFJ_159 : Atomic Ivy MMO ( Source Code Docs ) Aug 08, 2024 UPLOADED
AIM_858 : BFJ_158 : Stateless tile pos code stub Aug 07, 2024 UPLOADED
AIM_857 : BFJ_157 : Atomic Ivy MMO ( Source Code Docs ) Aug 06, 2024 UPLOADED
AIM_856 : BFJ_156 : Atomic Ivy MMO ( Source Code Docs ) Aug 05, 2024 UPLOADED
AIM_855 : BFJ_155 : Atomic Ivy MMO ( Source Code Docs ) Aug 04, 2024 UPLOADED
AIM_854 : BFJ_154 : Atomic Ivy MMO ( Source Code Docs ) Aug 03, 2024 UPLOADED
AIM_853 : BFJ_153 : Mouse Master Click Drag Any Refactor Aug 02, 2024 UPLOADED
AIM_852 : BFJ_152 : Game Mode Vs Edit Mode Mouse Refactor Aug 01, 2024 UPLOADED
AIM_851 : BFJ_151 : Finally Adding[ d_bommoth_onn ]. Jul 31, 2024 UPLOADED
AIM_850 : BFJ_150 : Keyboard Emulator Fixes Jul 30, 2024 UPLOADED
AIM_849 : BFJ_149 : F_KEYALTS_EVT_KEY supports a-z Jul 29, 2024 UPLOADED
AIM_848 : BFJ_148 : KEYALT Function Code Jul 28, 2024 UPLOADED
AIM_847 : BFJ_147 : New System : KEYALT Jul 27, 2024 UPLOADED
AIM_846 : BFJ_146 : Atomic Ivy MMO ( Source Code Docs ) Jul 26, 2024 UPLOADED
AIM_845 : BFJ_145 : Atomic Ivy MMO ( Source Code Docs ) Jul 25, 2024 UPLOADED
AIM_844 : BFJ_144 : New Systems : FADSEEK & FADBASE Jul 24, 2024 UPLOADED
AIM_843 : BFJ_143 : Basic Data Visitation Loop Logic Jul 23, 2024 UPLOADED
AIM_842 : BFJ_142 : Simulation Mode Enumerations Jul 22, 2024 UPLOADED
AIM_841 : BFJ_141 : BOMSEEK & BOMBASE Jul 21, 2024 UPLOADED
AIM_840 : BFJ_140 : Atomic Ivy MMO ( Source Code Docs ) Jul 20, 2024 UPLOADED
AIM_839 : BFJ_139 : Atomic Ivy MMO ( Source Code Docs ) Jul 19, 2024 UPLOADED
AIM_838 : BFJ_138 : BUGCHAN lookup tables. Jul 18, 2024 UPLOADED
AIM_837 : BFJ_137 : Color Channel Splitting Algorithm Jul 17, 2024 UPLOADED
AIM_836 : BFJ_136 : Stubbed In : BUGCHAN Jul 16, 2024 UPLOADED
AIM_835 : BFJ_135 : FIOPUNK Can Load 2048_X_2048 Now Jul 15, 2024 UPLOADED
AIM_834 : BFJ_134 : Stubbed In : WEBPURL & BATKLAY Jul 14, 2024 UPLOADED
AIM_833 : BFJ_133 : femilod calcs for femi336 render Jul 13, 2024 UPLOADED
AIM_832 : BFJ_132 : Parallax Bug Fixed, PUN is PUG Now Jul 12, 2024 UPLOADED
AIM_831 : BFJ_131 : Temporal Anti-Aliasing On Grid Jul 11, 2024 UPLOADED
AIM_830 : BFJ_130 : Random Sample Cood Function Part 2 Jul 10, 2024 UPLOADED
AIM_829 : BFJ_129 : Random 2D Sample Coord Function Jul 09, 2024 UPLOADED
AIM_828 : BFJ_128 : Stateless Sudo Random Integers Jul 08, 2024 UPLOADED
AIM_827 : BFJ_127 : Fading the femi336 tiles Jul 07, 2024 UPLOADED
AIM_826 : BFJ_126 : Void Echo Fix - Glass Jul 06, 2024 UPLOADED
AIM_825 : BFJ_125 : Void Echo Fix - Main Geometric Elements Jul 05, 2024 UPLOADED
AIM_824 : BFJ_124 : Composite Femi336 Onto Ean's Grid Jul 04, 2024 UPLOADED
AIM_823 : BFJ_123 : The Final Femi336 Sample Coord Jul 03, 2024 UPLOADED
AIM_822 : BFJ_122 : Femi336 Half Baked Texel Fetch Jul 02, 2024 UPLOADED
AIM_821 : BFJ_121 : Atomic Ivy MMO ( Source Code Docs ) Jul 01, 2024 UPLOADED
AIM_820 : BFJ_120 : Atomic Ivy MMO ( Source Code Docs ) Jun 30, 2024 UPLOADED
AIM_819 : BFJ_119 : Atomic Ivy MMO ( Source Code Docs ) Jun 29, 2024 UPLOADED
AIM_818 : BFJ_118 : Atomic Ivy MMO ( Source Code Docs ) Jun 28, 2024 UPLOADED
AIM_817 : BFJ_117 : Atomic Ivy MMO ( Source Code Docs ) Jun 27, 2024 UPLOADED
AIM_816 : BFJ_116 : Atomic Ivy MMO ( Source Code Docs ) Jun 26, 2024 UPLOADED
AIM_815 : BFJ_115 : Atomic Ivy MMO ( Source Code Docs ) Jun 25, 2024 UPLOADED
AIM_814 : BFJ_114 : Atomic Ivy MMO ( Source Code Docs ) Jun 24, 2024 UPLOADED
AIM_813 : BFJ_113 : Atomic Ivy MMO ( Source Code Docs ) Jun 23, 2024 UPLOADED
AIM_812 : BFJ_112 : Atomic Ivy MMO ( Source Code Docs ) Jun 22, 2024 UPLOADED
AIM_811 : BFJ_111 : Atomic Ivy MMO ( Source Code Docs ) Jun 21, 2024 UPLOADED
AIM_810 : BFJ_110 : Atomic Ivy MMO ( Source Code Docs ) Jun 20, 2024 UPLOADED
AIM_809 : FRABUCK : Flood Fill Brush Part _H_ Jun 19, 2024 UPLOADED
AIM_808 : FRABUCK : Flood Fill Brush Part _G_ Jun 18, 2024 UPLOADED
AIM_807 : FRABUCK : Flood Fill Brush Part _F_ Jun 17, 2024 UPLOADED
AIM_806 : FRABUCK : Flood Fill Brush Part _E_ Jun 16, 2024 UPLOADED
AIM_805 : FRABUCK : Flood Fill Brush Part _D_ Jun 15, 2024 UPLOADED
AIM_804 : FRABUCK : Flood Fill Brush Part _C_ Jun 14, 2024 UPLOADED
AIM_803 : FRABUCK : Flood Fill Brush Part _B_ Jun 13, 2024 UPLOADED
AIM_802 : FRABUCK : Flood Fill Brush Part _A_ Jun 12, 2024 UPLOADED
AIM_801 : What's to come summary video for playlist 9 Jun 11, 2024 UPLOADED
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AIM_800 : NEXT PLAYLIST VIDEO Jun 10, 2024 UPLOADED
AIM_799 : BFJ_109 : TODO : Delete TILESOB keep TATSOBO Jun 09, 2024 UPLOADED
AIM_798 : BFJ_108 : Calc New U32 , Put Into LadyPix Jun 08, 2024 UPLOADED
AIM_797 : BFJ_107 : Where Is Our Data Pixel ? Jun 07, 2024 UPLOADED
AIM_796 : BFJ_106 : TATLADY data pixel location math Jun 06, 2024 UPLOADED
AIM_795 : BFJ_105 : New Systems[ TATLADY,TATSOBO,TATFEMI ] Jun 05, 2024 UPLOADED
AIM_794 : BFJ_104 : FEMI336 Support In EDIC002 Jun 04, 2024 UPLOADED
AIM_793 : BFJ_103 : EDIC002 Control Remodelling Jun 03, 2024 UPLOADED
AIM_792 : BFJ_102 : Calling F_MIPTILE_TILEMAG_KD7 Jun 02, 2024 UPLOADED
AIM_791 : BFJ_101 : Bilinear Downscale Loop For Mip-Maps Jun 01, 2024 UPLOADED
AIM_790 : BFJ_100 : Bilinear Downscale Vars For Mip-Maps May 31, 2024 UPLOADED
AIM_789 : BFJ_099 : Even Divisibility Check May 30, 2024 UPLOADED
AIM_788 : BFJ_098 : Get Tile Mags , Select And Downscale May 29, 2024 UPLOADED
AIM_787 : BFJ_097 : Calculate MipMap Blitting Selections May 28, 2024 UPLOADED
AIM_786 : BFJ_096 : Lateral Multiplier Lookup Tables May 27, 2024 UPLOADED
AIM_785 : BFJ_095 : MIPTILE Lookup Tables And Sanity Check May 26, 2024 UPLOADED
AIM_784 : BFJ_094 : MIPTILE Tile Mip Map Maker May 25, 2024 UPLOADED
AIM_783 : BFJ_093 : Mip Level ZERO PIGTILE Graphics Done May 24, 2024 UPLOADED
AIM_782 : BFJ_092 : Gradient Tile Loop && glypmag May 23, 2024 UPLOADED
AIM_781 : BFJ_091 : tilemag && [ktw,kth] calcs May 22, 2024 UPLOADED
AIM_780 : BFJ_090 : KONAMIC PIGTILE Konami Key Wireup May 21, 2024 UPLOADED
AIM_779 : BFJ_089 : Square Gradient Helper Function Math May 20, 2024 UPLOADED
AIM_778 : BFJ_088 : Stamping Grey Placeholder Tile May 19, 2024 UPLOADED
AIM_777 : BFJ_087 : Using[ sm3_mxy ]To Stamp Serial Numbers May 18, 2024 UPLOADED
AIM_776 : BFJ_086 : sm3_mx0_mx1_my0_my1 lookup table May 17, 2024 UPLOADED
AIM_775 : BFJ_085 : GEN_KD7_P48_KX0_KX1_KY0_KY1_CI4 Body May 16, 2024 UPLOADED
AIM_774 : BFJ_084 : Serial Number Graphic Stamper Stub May 15, 2024 UPLOADED
AIM_773 : BFJ_083 : Runline Sequence Detection May 14, 2024 UPLOADED
AIM_772 : BFJ_082 : p48_g12 , p48_gcx , p48_gcy May 13, 2024 UPLOADED
AIM_771 : BFJ_081 : g12_g12 , g12_g16 , g12_gcx , g12_gcy May 12, 2024 UPLOADED
AIM_770 : BFJ_080 : KLAYOUT & PIGTILE System Stubs May 11, 2024 UPLOADED
AIM_769 : BFJ_079 : Level Of Detail , Background Grid May 10, 2024 UPLOADED
AIM_768 : BFJ_078 : Level Of Detail , Glass Panel Edges May 09, 2024 UPLOADED
AIM_767 : BFJ_077 : Atmospheric Depth On Bomb Tiles May 08, 2024 UPLOADED
AIM_766 : BFJ_076 : Atmospheric Depth On Geom Tiles May 07, 2024 UPLOADED
AIM_765 : BFJ_075 : Prevent Default BS May 06, 2024 UPLOADED
AIM_764 : BFJ_074 : Uniform Thickness Windows Done May 05, 2024 UPLOADED
AIM_763 : BFJ_073 : Dil Warp 9 And Rounding May 04, 2024 UPLOADED
AIM_762 : BFJ_072 : Fixing Things That Annoy Me May 03, 2024 UPLOADED
AIM_761 : BFJ_071 : ARTTOOL Sub System Stubbing May 02, 2024 UPLOADED
AIM_760 : BFJ_070 : Getting Ready For Warp Drive May 01, 2024 UPLOADED
AIM_759 : BFJ_069 : Lighten Up Background Grid Apr 30, 2024 UPLOADED
AIM_758 : BFJ_068 : Refactor Graph Paper Render Apr 29, 2024 UPLOADED
AIM_757 : BFJ_067 : Purple Panel Transparency Apr 28, 2024 UPLOADED
AIM_756 : BFJ_066 : Purple Panel Internal Details Apr 27, 2024 UPLOADED
AIM_755 : BFJ_065 : We've got purple placeholder panels! Apr 26, 2024 UPLOADED
AIM_754 : BFJ_064 : Swizzle My Nizzle Apr 25, 2024 UPLOADED
AIM_753 : BFJ_063 : Glass Panel Rendering Code Start Apr 24, 2024 UPLOADED
AIM_752 : BFJ_062 : Compressing Glass Panel Graphics Apr 23, 2024 UPLOADED
AIM_751 : BFJ_061 : Supporting Glass Panels In BFJ Shader Apr 22, 2024 UPLOADED
AIM_750 : SOB _O_ : Fixing Fractal Brush Corruption Again Apr 21, 2024 UPLOADED
AIM_749 : SOB _N_ : Wack A Mole Bugs Apr 20, 2024 UPLOADED
AIM_748 : SOB _M_ : Finishing Glass Panel Putter Function Apr 19, 2024 UPLOADED
AIM_747 : SOB _L_ : Dum Dum Kruger Sanity Check Test Apr 18, 2024 UPLOADED
AIM_746 : SOB _K_ : FRACABU Non-Zero i_wam branch Apr 17, 2024 UPLOADED
AIM_745 : SOB _J_ : SOB WAM & KAM Masks Apr 16, 2024 UPLOADED
AIM_744 : SOB _I_ : Glass Panel Bitpack Bug Fixes Apr 15, 2024 UPLOADED
AIM_743 : SOB _H_ : TILEFED Glass Panel Bitpacking Apr 14, 2024 UPLOADED
AIM_742 : SOB _G_ : TILEFED Controller Switchboard Apr 13, 2024 UPLOADED
AIM_741 : SOB _F_ : Stubbing In[ TILESOB ]SubSystem Apr 12, 2024 UPLOADED
AIM_740 : SOB _E_ : Back in line , Back in order Apr 11, 2024 UPLOADED
AIM_739 : SOB _D_ : Intentionally Crashing, Out Of Order Apr 10, 2024 UPLOADED
AIM_738 : SOB _C_ : Casting Scrolling Window To Byte Value Apr 09, 2024 UPLOADED
AIM_737 : SOB _B_ : Loading N10 value into SAW4BIL array Apr 08, 2024 UPLOADED
AIM_736 : SOB _A_ : Stained On Bombs (SOB) - Part _A_ Apr 07, 2024 UPLOADED
AIM_735 : KMC_015 : Crisis Averted , Final Refactor Apr 06, 2024 UPLOADED
AIM_734 : KMC_014 : Where Is The Money Lebowski Apr 05, 2024 UPLOADED
AIM_733 : KMC_013 : Back To Steal The Dog Apr 04, 2024 UPLOADED
AIM_732 : KMC_012 : Robbery Based Inheritance Apr 03, 2024 UPLOADED
AIM_731 : KMC_011 : Keyboard Mapping Crisis #11 Apr 02, 2024 UPLOADED
AIM_730 : KMC_010 : Keyboard Mapping Crisis #10 Apr 01, 2024 UPLOADED
AIM_729 : KMC_009 : Keyboard Mapping Crisis #9 Mar 31, 2024 UPLOADED
AIM_728 : KMC_008 : Keyboard Mapping Crisis #8 Mar 30, 2024 UPLOADED
AIM_727 : KMC_007 : Keyboard Mapping Crisis #7 Mar 29, 2024 UPLOADED
AIM_726 : KMC_006 : Keyboard Mapping Crisis #6 Mar 28, 2024 UPLOADED
AIM_725 : KMC_005 : Keyboard Mapping Crisis #5 Mar 27, 2024 UPLOADED
AIM_724 : KMC_004 : Keyboard Mapping Crisis #4 Mar 26, 2024 UPLOADED
AIM_723 : KMC_003 : KEYBIND : No Overlap Modes (NO4) Mar 25, 2024 UPLOADED
AIM_722 : KMC_002 : KEYBIND : Garret Bobby Furgeson Keys Mar 24, 2024 UPLOADED
AIM_721 : KMC_001 : KEYBIND : Keyboard Mapping Crisis (KMC) Mar 23, 2024 UPLOADED
AIM_720 : BFJ_060 : ARTGIRL : Bitch On Fire Mar 22, 2024 UPLOADED
AIM_719 : BFJ_059 : ARTGIRL : Sparks Can't Hurt Me Mar 21, 2024 UPLOADED
AIM_718 : BFJ_058 : ARTGIRL+RULGEOM : v16_sb2 L.U.T. Mar 20, 2024 UPLOADED
AIM_717 : BFJ_057 : ARTGIRL - db2_zak Lookup Table Mar 19, 2024 UPLOADED
AIM_716 : BFJ_056 : ABOMB08 - Fada Damage Level Icons Mar 18, 2024 UPLOADED
AIM_715 : BFJ_055 : ABOMB08 - States Of Matter On Fire Mar 17, 2024
AIM_714 : BFJ_054 : ARTGIRL - Geom Colors By State Mar 16, 2024
AIM_713 : BFJ_053 : ARTGIRL - Some Tiles May Vanish Mar 15, 2024
AIM_712 : BFJ_052 : ARTGIRL - RULGEOM V.I.A. Inject Mar 14, 2024
AIM_711 : BFJ_051 : ARTGIRL - Bomb Tile Gradient Mar 13, 2024
AIM_710 : BFJ_050 : ARTGIRL - Geom Graphic Inset Mar 12, 2024
AIM_709 : RGBA192 && PIMPSOB PART # _H_ : File Picker Mar 11, 2024
AIM_708 : RGBA192 && PIMPSOB PART # _G_ : Swizzling SOB Mar 10, 2024
AIM_707 : RGBA192 && PIMPSOB PART # _F_ : gr9 to r4[x,y] Mar 09, 2024
AIM_706 : RGBA192 && PIMPSOB PART # _E_ : Wrong Table Mar 08, 2024
AIM_705 : RGBA192 && PIMPSOB PART # _D_ : Salty Loop Mar 07, 2024
AIM_704 : RGBA192 && PIMPSOB PART # _C_ : Konamic Key Mar 06, 2024
AIM_703 : RGBA192 && PIMPSOB PART # _B_ : Lookup Tables Mar 05, 2024
AIM_702 : RGBA192 && PIMPSOB PART # _A_ : SYSTEM STUB Mar 04, 2024
AIM_701 : PREVIEW PLACEHOLDER Mar 03, 2024
AIM_700 : NEXT PLAYLIST Mar 02, 2024
AIM_699 : BFJ_049 : ARTGIRL - Using FX4_HEX LUT In Shader Mar 01, 2024
AIM_698 : BFJ_048 : ARTGIRL - FX4_HEX LUT Injection Feb 29, 2024
AIM_697 : BFJ_047 : HEXABAF - FX4 Colors Feb 28, 2024
AIM_696 : BFJ_046 : ARTGIRL - Fada Explosion Color Feb 27, 2024
AIM_695 : BFJ_045 : ARTGIRL - Bomb Color Rendering Feb 26, 2024
AIM_694 : BFJ_044 : ARTGIRL - Bomb Color Selection Feb 25, 2024
AIM_693 : BFJ_043 : ARTGIRL - Damaged Tiles Show Up Feb 24, 2024
AIM_692 : BFJ_042 : ARTGIRL - Explosion Tile Animation Feb 23, 2024
AIM_691 : BFJ_041 : ARTGIRL - Constant Side Inset Feb 22, 2024
AIM_690 : BFJ_040 : RULBOMB - Bomb Tile Rules Feb 21, 2024
AIM_689 : BFJ_039 : ARTGIRL - Bomb Occlusion BugFix Feb 20, 2024
AIM_688 : BFJ_038 : ARTGIRL - Bombs Are Now Inset Feb 19, 2024
AIM_687 : BFJ_037 : ARTGIRL - Red FADA Tiles Blink Feb 18, 2024
AIM_686 : BFJ_036 : ARTGIRL - The roof is on fire Feb 17, 2024
AIM_685 : BFJ_035 : ARTGIRL - Explosives For Children Feb 16, 2024
AIM_684 : BFJ_034 : ARTGIRL - Bomb & Fada 9X9 Bit Feb 15, 2024
AIM_683 : BFJ_033 : ARTGIRL - Crush Bugs No Mercy Feb 14, 2024
AIM_682 : BFJ_032 : ARTGIRL - Render Geometry Tile Feb 13, 2024
AIM_681 : BFJ_031 : ARTGIRL - Is Tile Destroyed ? Feb 12, 2024
AIM_680 : BFJ_030 : ARTGIRL - Get Geom Texel Coord Feb 11, 2024
AIM_679 : BFJ_029 : ARTGIRL - Tri-Cluster Origin Feb 10, 2024
AIM_678 : BFJ_028 : RULGEOM - Geometry Strength Feb 09, 2024
AIM_677 : BFJ_027 : ARTGIRL - Injecting Alto Tiles Feb 08, 2024
AIM_676 : BFJ_026 : ABOMB08 - Alto Compressed Graphics Feb 07, 2024
AIM_675 : BFJ_025 : ABOMB08 - Alto Tiles Feb 06, 2024
AIM_674 : BFJ_024 : ARTGIRL - TileSpace Vs VoidSpace Feb 05, 2024
AIM_673 : BFJ_023 : ARTGIRL - 9_X_9 bitmap animation Feb 04, 2024
AIM_672 : BFJ_022 : ARTGIRL - 9_X_9 bitmap vars Feb 03, 2024
AIM_671 : BFJ_021 : ARTGIRL - Where Is My Hotel Room? Feb 02, 2024
AIM_670 : BFJ_020 : ARTGIRL - Get 1X Tile Render Data Feb 01, 2024
AIM_669 : BFJ_019 : ARTGIRL - au_ , ru_ , tu_ Units Jan 31, 2024
AIM_668 : BFJ_018 : ARTGIRL - FragShader Main() Jan 30, 2024
AIM_667 : BFJ_017 : ABOMB08 - Abomb08 Init Jan 29, 2024
AIM_666 : BFJ_016 : ABOMB+ARTGIRL - u81eans Jan 28, 2024
AIM_665 : BFJ_015 : ABOMB08 - Eans Graphics Jan 27, 2024
AIM_664 : BFJ_014 : ARTGIRL - LUT Injection Jan 26, 2024
AIM_663 : BFJ_013 : ARTGIRL - System Review Jan 25, 2024
AIM_662 : BFJ_012 : ABOMB08 - LUT Bit Packing Jan 24, 2024
AIM_661 : BFJ_011 : ABOMB08 - Re-Usable Corn Jan 23, 2024
AIM_660 : BFJ_010 : ABOMB08 - Look Up Tables Jan 22, 2024
AIM_659 : BFJ_009 : ABOMB08 - Lazer Ordering Jan 21, 2024
AIM_658 : BFJ_008 : ABOMB08 - Fada Graphics Jan 20, 2024
AIM_657 : BFJ_007 : ABOMB08 - Geom Graphics Jan 19, 2024
AIM_656 : BFJ_006 : ABOMB08 - Bomb Graphics Jan 18, 2024
AIM_655 : BFJ_005 : HEXABAF ( HEX : Bombs + Flames ) Jan 17, 2024
AIM_654 : BFJ_004 : Ignore Insert Key Press Jan 16, 2024
AIM_653 : BFJ_003 : AIM.HTM (Hackish Local Host) Jan 15, 2024
AIM_652 : BFJ_002 : ABOMB08 (Bomb System Graphics) Jan 14, 2024
AIM_651 : BFJ_001 : BOMMOTH & BOMSIMP & BOMHARD Jan 13, 2024
was able to upload 30 videos per channel.
next time try 45 vidoes per channel.
AIM_650 : EASYHOT J49 : PUREHUE P39 ___________ Jan 12, 2024
AIM_649 : EASYHOT J48 : PUREHUE P38 ___________ Jan 11, 2024
AIM_648 : EASYHOT J47 : PUREHUE P37 ___________ Jan 10, 2024
AIM_647 : EASYHOT J46 : PUREHUE P36 ___________ Jan 09, 2024
AIM_646 : EASYHOT J45 : PUREHUE P35 ___________ Jan 08, 2024
AIM_645 : EASYHOT J44 : PUREHUE P34 ___________ Jan 07, 2024
AIM_644 : EASYHOT J43 : PUREHUE P33 ___________ Jan 06, 2024
AIM_643 : EASYHOT J42 : PUREHUE P32 ___________ Jan 05, 2024
AIM_642 : EASYHOT J41 : PUREHUE P31 ___________ Jan 04, 2024
AIM_641 : EASYHOT J40 : PUREHUE P30 ___________ Jan 03, 2024
AIM_640 : EASYHOT J39 : PUREHUE P29 ___________ Jan 02, 2024
AIM_639 : EASYHOT J38 : PUREHUE P28 ___________ Jan 01, 2024
AIM_638 : EASYHOT J37 : PUREHUE P27 ___________ Dec 31, 2023
AIM_637 : EASYHOT J36 : PUREHUE P26 ___________ Dec 30, 2023
AIM_636 : EASYHOT J35 : PUREHUE P25 ___________ Dec 29, 2023
////////////////////////////////////////////////////////////
AIM_635 : EASYHOT J34 : PUREHUE P24 ___________ Dec 28, 2023
AIM_634 : EASYHOT J33 : PUREHUE P23 ___________ Dec 27, 2023
AIM_633 : EASYHOT J32 : PUREHUE P22 ___________ Dec 26, 2023
AIM_632 : EASYHOT J31 : PUREHUE P21 ___________ Dec 25, 2023
AIM_631 : EASYHOT J30 : PUREHUE P20 ___________ Dec 24, 2023
AIM_630 : EASYHOT J29 : PUREHUE P19 ___________ Dec 23, 2023
AIM_629 : EASYHOT J28 : PUREHUE P18 ___________ Dec 22, 2023
AIM_628 : EASYHOT J27 : PUREHUE P17 ___________ Dec 21, 2023
AIM_627 : EASYHOT J26 : PUREHUE P16 ___________ Dec 20, 2023
AIM_626 : EASYHOT J25 : PUREHUE P15 ___________ Dec 19, 2023
AIM_625 : EASYHOT J24 : PUREHUE P14 ___________ Dec 18, 2023
AIM_624 : EASYHOT J23 : PUREHUE P13 ___________ Dec 17, 2023
AIM_623 : EASYHOT J22 : PUREHUE P12 ___________ Dec 16, 2023
AIM_622 : EASYHOT J21 : PUREHUE P11 ___________ Dec 15, 2023
AIM_621 : EASYHOT J20 : PUREHUE P10 ___________ Dec 14, 2023
////////////////////////////////////////////////////////////
AIM_620 : EASYHOT J19 : PUREHUE P09 __________ Dec 13, 2023
AIM_619 : EASYHOT J18 : PUREHUE P08 __________ Dec 12, 2023
AIM_618 : EASYHOT J17 : PUREHUE P07 __________ Dec 11, 2023
AIM_617 : EASYHOT J16 : PUREHUE P06 __________ Dec 10, 2023
AIM_616 : EASYHOT J15 : PUREHUE P05 __________ Dec 09, 2023
////////////////////////////////////////////////////////////
AIM_615 : EASYHOT J14 : PUREHUE P04 __ Dec 08, 2023
AIM_614 : EASYHOT J13 : PUREHUE P03 __ Dec 07, 2023
AIM_613 : EASYHOT J12 : PUREHUE P02 __ Dec 06, 2023
AIM_612 : EASYHOT J11 : PUREHUE P01 __ Dec 05, 2023
AIM_611 : EASYHOT / FILE196 / RGBA196 - J10 __ Dec 04, 2023
AIM_610 : EASYHOT / FILE196 / RGBA196 - J09 ________ DEC_03 Dec 03, 2023
AIM_609 : EASYHOT / FILE196 / RGBA196 - J08 ________ DEC_02 Dec 02, 2023
AIM_608 : EASYHOT / FILE196 / RGBA196 - J07 ________ DEC_01 Dec 01, 2023
AIM_607 : EASYHOT / FILE196 / RGBA196 - J06 ________ NOV_30 Nov 30, 2023
AIM_606 : EASYHOT / FILE196 / RGBA196 - J05 ________ NOV_29 Nov 29, 2023
AIM_605 : EASYHOT / FILE196 / RGBA196 - J04 ________ NOV_28 Nov 28, 2023
AIM_604 : EASYHOT / FILE196 / RGBA196 - J03 ________ NOV_27 Nov 27, 2023
AIM_603 : EASYHOT / FILE196 / RGBA196 - J02 ________ NOV_26 Nov 26, 2023
AIM_602 : EASYHOT / FILE196 / RGBA196 - J01 ________ NOV_25 Nov 25, 2023
AIM_601 : PLACE_HOLDER ________ NOV_24 Nov 24, 2023
AIM_600 : NEXT_PLAYLIST NOV_23 Nov 23, 2023
AIM_599 : TILEWAY[ 029 ] && CONWAYS[ 2_H ] NOV_22 Nov 22, 2023
AIM_598 : TILEWAY[ 028 ] && CONWAYS[ 2_G ] NOV_21 Nov 21, 2023
AIM_597 : TILEWAY[ 027 ] && CONWAYS[ 2_F ] NOV_20 Nov 20, 2023
AIM_596 : TILEWAY[ 026 ] && CONWAYS[ 2_E ] NOV_19 Nov 19, 2023
AIM_595 : TILEWAY[ 025 ] && CONWAYS[ 2_D ] NOV_18 Nov 18, 2023
AIM_594 : TILEWAY[ 024 ] && CONWAYS[ 2_C ] NOV_17 Nov 17, 2023
AIM_593 : TILEWAY[ 023 ] && CONWAYS[ 2_B ] NOV_16 Nov 16, 2023
AIM_592 : TILEWAY[ 022 ] && CONWAYS[ 2_A ] NOV_15 Nov 15, 2023
AIM_591 : TILEWAY[ 021 ] && CONWAYS[ _Z_ ] NOV_14 Nov 14, 2023
AIM_590 : TILEWAY[ 020 ] && CONWAYS[ _Y_ ] NOV_13 Nov 13, 2023
AIM_589 : TILEWAY[ 019 ] && CONWAYS[ _X_ ] NOV_12 Nov 12, 2023
AIM_588 : TILEWAY[ 018 ] && CONWAYS[ _W_ ] NOV_11 Nov 11, 2023
AIM_587 : TILEWAY[ 017 ] && CONWAYS[ _V_ ] NOV_10 Nov 10, 2023
AIM_586 : TILEWAY[ 016 ] && CONWAYS[ _U_ ] NOV_09 Nov 09, 2023
AIM_585 : TILEWAY[ 015 ] && CONWAYS[ _T_ ] NOV_08 Nov 08, 2023
AIM_584 : TILEWAY[ 014 ] && CONWAYS[ _S_ ] NOV_07 Nov 07, 2023
AIM_583 : TILEWAY[ 013 ] && CONWAYS[ _R_ ] NOV_06 Nov 06, 2023
AIM_582 : TILEWAY[ 012 ] && CONWAYS[ _Q_ ] NOV_05 Nov 05, 2023
AIM_581 : TILEWAY[ 011 ] && CONWAYS[ _P_ ] NOV_04 Nov 04, 2023
AIM_580 : TILEWAY[ 010 ] && CONWAYS[ _O_ ] NOV_03 Nov 03, 2023
AIM_579 : TILEWAY[ 009 ] && CONWAYS[ _N_ ] NOV_02 Nov 02, 2023
AIM_578 : TILEWAY[ 008 ] && CONWAYS[ _M_ ] NOV_01 Nov 01, 2023
AIM_577 : TILEWAY[ 007 ] && CONWAYS[ _L_ ] OCT_31 Oct 31, 2023
AIM_576 : TILEWAY[ 006 ] && CONWAYS[ _K_ ] OCT_30 Oct 30, 2023
AIM_575 : TILEWAY[ 005 ] && CONWAYS[ _J_ ] OCT_29 Oct 29, 2023
AIM_574 : TILEWAY[ 004 ] && CONWAYS[ _I_ ] OCT_28 Oct 28, 2023
AIM_573 : TILEWAY[ 003 ] && CONWAYS[ _H_ ] OCT_27 Oct 27, 2023
AIM_572 : TILEWAY[ 002 ] && CONWAYS[ _G_ ] OCT_26 Oct 26, 2023
AIM_571 : TILEWAY[ 001 ] && CONWAYS[ _F_ ] OCT_25 Oct 25, 2023
AIM_570 : CONWAYS GOL #5 ( GOL : G.ame O.f L.ife ) OCT_24 Oct 24, 2023
AIM_569 : CONWAYS GOL #4 ( GOL : G.ame O.f L.ife ) OCT_23 Oct 23, 2023
AIM_568 : CONWAYS GOL #3 ( GOL : G.ame O.f L.ife ) OCT_22 Oct 22, 2023
AIM_567 : CONWAYS GOL #2 ( GOL : G.ame O.f L.ife ) OCT_21 Oct 21, 2023
AIM_566 : CONWAYS GOL #1 ( GOL : G.ame O.f L.ife ) OCT_20 Oct 20, 2023
AIM_565 : Fractal Mirror Brush #3 ################## OCT_19 Oct 19, 2023
AIM_564 : Fractal Mirror Brush #2 ################## OCT_18 Oct 18, 2023
AIM_563 : Fractal Mirror Brush #1 ################## OCT_17 Oct 17, 2023
AIM_562 : FILE896 : #62 : FIOPUNK #16 : GENBLIT #06 OCT_16 Oct 16, 2023
AIM_561 : FILE896 : #61 : FIOPUNK #15 : GENBLIT #05 OCT_15 Oct 15, 2023
AIM_560 : FILE896 : #60 : FIOPUNK #14 : GENBLIT #04 OCT_14
AIM_559 : FILE896 : #59 : FIOPUNK #13 : GENBLIT #03 OCT_13
AIM_558 : FILE896 : #58 : FIOPUNK #12 : GENBLIT #02 OCT_12
AIM_557 : FILE896 : #57 : FIOPUNK #11 : GENBLIT #01 OCT_11
AIM_556 : FILE896 : #56 : FIOPUNK #10 OCT_10
AIM_555 : FILE896 : #55 : FIOPUNK #09 OCT_09
AIM_554 : FILE896 : #54 : Tests & Debug #04 OCT_08
AIM_553 : FILE896 : #53 : Tests & Debug #03 OCT_07
AIM_552 : FILE896 : #52 : Tests & Debug #02 OCT_06
AIM_551 : FILE896 : #51 : Tests & Debug #01 OCT_05
AIM_550 : FILE896 : #50 : Hit Test Mask Values OCT_04
AIM_549 : FILE896 : #49 : FIOPUNK #08 OCT_03
AIM_548 : FILE896 : #48 : FIOPUNK #07 OCT_02
AIM_547 : FILE896 : #47 : FIOPUNK #06 OCT_01
AIM_546 : FILE896 : #46 : FIOPUNK #05 SEP_30
AIM_545 : FILE896 : #45 : FIOPUNK #04 SEP_29
AIM_544 : FILE896 : #44 : FIOPUNK #03 SEP_28
AIM_543 : FILE896 : #43 : FIOPUNK #02 SEP_27
AIM_542 : FILE896 : #42 : FIOPUNK #01 SEP_26
AIM_541 : FILE896 : #41 : Thumbnail Renderer - P6 SEP_25
AIM_540 : FILE896 : #40 : Thumbnail Renderer - P5 SEP_24
AIM_539 : FILE896 : #39 : Thumbnail Renderer - P4 SEP_23
AIM_538 : FILE896 : #38 : Thumbnail Renderer - P3 SEP_22
AIM_537 : FILE896 : #37 : Thumbnail Renderer - P2 SEP_21
AIM_536 : FILE896 : #36 : Material Display Names SEP_20
AIM_535 : FILE896 : #35 : Thumbnail Renderer - P1 SEP_19
AIM_534 : FILE896 : #34 : HI9_T25_EITHER SEP_18
AIM_533 : FILE896 : #33 : HI9_PF8_EITHER - P2 SEP_17
AIM_532 : FILE896 : #32 : HI9_PF8_EITHER - P1 SEP_16
AIM_531 : FILE896 : #31 : Bug Fixes And Secret Data SEP_15
AIM_530 : FILE896 : #30 : SLOWCOP_DSK_GPU .......... SEP_14
AIM_529 : MMORPG Game Engine Fractal Brush : _F_ .... SEP_13
AIM_528 : MMORPG Game Engine Fractal Brush : _E_ .... SEP_12
AIM_527 : MMORPG Game Engine Fractal Brush : _D_ .... SEP_11
AIM_526 : MMORPG Game Engine Fractal Brush : _C_ .... SEP_10
AIM_525 : MMORPG Game Engine Fractal Brush : _B_ .... SEP_09
AIM_524 : MMORPG Game Engine Fractal Brush : _A_ .... SEP_08
AIM_523 : RENDER.COM Node.js Server #3 .... SEP_07
AIM_522 : RENDER.COM Node.js Server #2 .... SEP_06
AIM_521 : RENDER.COM Node.js Server #1 .... SEP_05
AIM_520 : HASHICORP TERRAFORM - P10 ............... SEP_04
AIM_519 : HASHICORP TERRAFORM - P9 ............... SEP_03
AIM_518 : HASHICORP TERRAFORM - P8 ............... SEP_02
AIM_517 : HASHICORP TERRAFORM - P7 ............... SEP_01
AIM_516 : HASHICORP TERRAFORM - P6 ............... AUG_31
AIM_515 : HASHICORP TERRAFORM - P5 ............... AUG_30
AIM_514 : HASHICORP TERRAFORM - P4 ............... AUG_29
AIM_513 : HASHICORP TERRAFORM - P3 ............... AUG_28
AIM_512 : HASHICORP TERRAFORM - P2 ............... AUG_27
AIM_511 : HASHICORP TERRAFORM - P1 ............... AUG_26
AIM_510 : HASHICORP TERRAFORM - P0 ................. AUG_25
AIM_509 : FRACABU & FRACERA : _H_ ................. AUG_24
AIM_508 : FRACABU & FRACERA : _G_ ................. AUG_23
AIM_507 : FRACABU & FRACERA : _F_ ................. AUG_22
AIM_506 : FRACABU & FRACERA : _E_ ................. AUG_21
AIM_505 : FRACABU & FRACERA : _D_ ................. AUG_20
AIM_504 : FRACABU & FRACERA : _C_ ................. AUG_19
AIM_503 : FRACABU & FRACERA : _B_ ................. AUG_18
AIM_502 : FRACABU & FRACERA : _A_ ................. AUG_17
AIM_501 : PLACE HOLDER ................. AUG_16
AIM_500 : NEXT PLAYLIST AUG_24
AIM_499 : FILE896 : #29 : SLOWCOP_GPU_DSK AUG_23
AIM_498 : FILE896 : #28 : MASKDEL Funcs Done AUG_22
AIM_497 : FILE896 : #27 : MASKEEP Funcs Done AUG_21
AIM_496 : FILE896 : #26 : More Function Stubs AUG_20
AIM_495 : FILE896 : #25 : Fast Cop And Friends AUG_19
AIM_494 : FILE896 : #24 : Just Because LUT AUG_18
AIM_493 : FILE896 : #23 : Hands Off My Pixels AUG_17
AIM_492 : FILE896 : #22 : H27_DSK_GPU AUG_16
AIM_491 : FILE896 : #21 : H27_GPU_DSK AUG_15
AIM_490 : FILE896 : #20 : More H27 Table Tests AUG_14
AIM_489 : FILE896 : #19 : Abusive REL W/ Tables AUG_13
AIM_488 : FILE896 : #18 : HI9_L16_EITHER AUG_12
AIM_487 : FILE896 : #17 : HI9 TO (H3X||H3Y) AUG_11
AIM_486 : FILE896 : #16 : Intermission AUG_10
AIM_485 : FILE896 : #15 : H27 Unit Test AUG_09
AIM_484 : FILE896 : #14 : H27 Data Transfer Rules AUG_08
AIM_483 : FILE896 : #13 : More Tables , More Problems AUG_07
AIM_482 : FILE896 : #12 : THUMBUF LUT AUG_06
AIM_481 : FILE896 : #11 : Even More Luts AUG_05
AIM_480 : FILE896 : #10 : Final LUT Tests ////// AUG_04
AIM_479 : FILE896 : #09 : BIRD HOLE LAW ////// AUG_03
AIM_478 : FILE896 : #08 : MOVE LUT ////// AUG_02
AIM_477 : FILE896 : #07 : THE LER ////// AUG_01
AIM_476 : FILE896 : #06 : Chunky Tables ////// JUL_31
AIM_475 : FILE896 : #05 : Outer Load+Save ////// JUL_30
AIM_474 : FILE896 : #04 : SAVEME,LOADME,EITHER ////// JUL_29
AIM_473 : FILE896 : #03 : KINDS ////// JUL_28
AIM_472 : FILE896 : #02 : LUT(S) ////// JUL_27
AIM_471 : FILE896 : #01 : STUB(S) ////// JUL_26
AIM_470 : Random Brush : RANGES /////////// JUL_25
AIM_469 : Random Brush : Toggle Key /////////// JUL_24
AIM_468 : Isolation Mirror Mode /////////// JUL_23
AIM_467 : Pixdump Part #4 /////////// JUL_22
AIM_466 : Pixdump Part #3 /////////// JUL_21
AIM_465 : Pixdump Part #2 /////////// JUL_20
AIM_464 : Pixdump Part #1 /////////// JUL_19
AIM_463 : Pre-Fab Plans 2022 /////////// JUL_18
AIM_462 : MIRMAID (Mirror Maid) PART #42 /////////// JUL_17
AIM_461 : MIRMAID (Mirror Maid) PART #41 /////////// JUL_16
AIM_460 : MIRMAID (Mirror Maid) PART #40 /////////// JUL_15
AIM_459 : MIRMAID (Mirror Maid) PART #39 /////////// JUL_14
AIM_458 : MIRMAID (Mirror Maid) PART #38 /////////// JUL_13
AIM_457 : MIRMAID (Mirror Maid) PART #37 /////////// JUL_12
AIM_456 : MIRMAID (Mirror Maid) PART #36 /////////// JUL_11
AIM_455 : MIRMAID (Mirror Maid) PART #35 /////////// JUL_10
AIM_454 : MIRMAID (Mirror Maid) PART #34 /////////// JUL_09
AIM_453 : MIRMAID (Mirror Maid) PART #33 /////////// JUL_08
AIM_452 : MIRMAID (Mirror Maid) PART #32 /////////// JUL_07
AIM_451 : MIRMAID (Mirror Maid) PART #31 /////////// JUL_06
AIM_450 : MIRMAID (Mirror Maid) PART #30 /////////// JUL_05
AIM_449 : MIRMAID (Mirror Maid) PART #29 /////////// JUL_04
AIM_448 : MIRMAID (Mirror Maid) PART #28 /////////// JUL_03
AIM_447 : MIRMAID (Mirror Maid) PART #27 /////////// JUL_02
AIM_446 : MIRMAID (Mirror Maid) PART #26 /////////// JUL_01
AIM_445 : MIRMAID (Mirror Maid) PART #25 /////////// JUN_30
AIM_444 : MIRMAID (Mirror Maid) PART #24 /////////// JUN_29
AIM_443 : MIRMAID (Mirror Maid) PART #23 /////////// JUN_28
AIM_442 : MIRMAID (Mirror Maid) PART #22 /////////// JUN_27
AIM_441 : MIRMAID (Mirror Maid) PART #21 /////////// JUN_26
AIM_440 : MIRMAID (Mirror Maid) PART #20 /////////// JUN_25
AIM_439 : MIRMAID (Mirror Maid) PART #19 /////////// JUN_24
AIM_438 : MIRMAID (Mirror Maid) PART #18 /////////// JUN_23
AIM_437 : MIRMAID (Mirror Maid) PART #17 /////////// JUN_22
AIM_436 : MIRMAID (Mirror Maid) PART #16 /////////// JUN_21
AIM_435 : MIRMAID (Mirror Maid) PART #15 /////////// JUN_20
AIM_434 : MIRMAID (Mirror Maid) PART #14 /////////// JUN_19
AIM_433 : MIRMAID (Mirror Maid) PART #13 /////////// JUN_18
AIM_432 : MIRMAID (Mirror Maid) PART #12 /////////// JUN_17
AIM_431 : MIRMAID (Mirror Maid) PART #11 /////////// JUN_16
AIM_430 : MIRMAID (Mirror Maid) PART #10 /////////// JUN_15
AIM_429 : MIRMAID (Mirror Maid) PART #09 /////////// JUN_14
AIM_428 : MIRMAID (Mirror Maid) PART #08 /////////// JUN_13
AIM_427 : MIRMAID (Mirror Maid) PART #07 /////////// JUN_12
AIM_426 : MIRMAID (Mirror Maid) PART #06 /////////// JUN_11
AIM_425 : MIRMAID (Mirror Maid) PART #05 /////////// JUN_10
AIM_424 : MIRMAID (Mirror Maid) PART #04 /////////// JUN_09
AIM_423 : MIRMAID (Mirror Maid) PART #03 /////////// JUN_08
AIM_422 : MIRMAID (Mirror Maid) PART #02 /////////// JUN_07
AIM_421 : MIRMAID (Mirror Maid) PART #01 /////////// JUN_06
AIM_420 : Acid Dental Zoom Fix ////////////////////// JUN_05
AIM_419 : Konami_Zero_Bug ////////////////////// JUN_04
AIM_418 : Zero Tile Eraser Fix ////////////////////// JUN_03
AIM_417 : HARDTEX - P16 ////////////////////// JUN_02
AIM_416 : HARDTEX - P15 ////////////////////// JUN_01
AIM_415 : HARDTEX - P14 ////////////////////// MAY_31
AIM_414 : HARDTEX - P13 ////////////////////// MAY_30
AIM_413 : HARDTEX - P12 ////////////////////// MAY_29
AIM_412 : HARDTEX - P11 ////////////////////// MAY_28
AIM_411 : HARDTEX - P10 ////////////////////// MAY_27
AIM_410 : HARDTEX - P9 ///////////////////////////// MAY_26
AIM_409 : HARDTEX - P8 ///////////////////////////// MAY_25
AIM_408 : HARDTEX - P7 ///////////////////////////// MAY_24
AIM_407 : HARDTEX - P6 ///////////////////////////// MAY_23
AIM_406 : HARDTEX - P5 ///////////////////////////// MAY_22
AIM_405 : HARDTEX - P4 ///////////////////////////// MAY_21
AIM_404 : HARDTEX - P3 ///////////////////////////// MAY_20
AIM_403 : HARDTEX - P2 ///////////////////////////// MAY_19
AIM_402 : HARDTEX - P1 ///////////////////////////// MAY_18
AIM_401 : PLACE_HOLDER_PREVIEW ///////////////////// MAY_17
AIM_400 : NEXT PLAYLIST //////////////////////// MAY_16
AIM_399 : FILEMOB #39 //////////////////////// MAY_15
AIM_398 : FILEMOB #38 //////////////////////// MAY_14
AIM_397 : FILEMOB #37 //////////////////////// MAY_13
AIM_396 : FILEMOB #36 //////////////////////// MAY_12
AIM_395 : FILEMOB #35 //////////////////////// MAY_11
AIM_394 : FILEMOB #34 //////////////////////// MAY_10
AIM_393 : FILEMOB #33 //////////////////////// MAY_09
AIM_392 : FILEMOB #32 //////////////////////// MAY_08
AIM_391 : FILEMOB #31 //////////////////////// MAY_07
AIM_390 : FILEMOB #30 ///////////////////////// MAY_06
AIM_389 : FILEMOB #29 ///////////////////////// MAY_05
AIM_388 : FILEMOB #28 ///////////////////////// MAY_04
AIM_387 : FILEMOB #27 ///////////////////////// MAY_03
AIM_386 : FILEMOB #26 ///////////////////////// MAY_02
AIM_385 : FILEMOB #25 ///////////////////////// MAY_01
AIM_384 : FILEMOB #24 ///////////////////////// APR_30
AIM_383 : FILEMOB #23 ///////////////////////// APR_29
AIM_382 : FILEMOB #22 ///////////////////////// APR_28
AIM_381 : FILEMOB #21 ///////////////////////// APR_27
AIM_380 : FILEMOB #20 ///////////////////////// APR_26
AIM_379 : FILEMOB #19 ///////////////////////// APR_25
AIM_378 : FILEMOB #18 ///////////////////////// APR_24
AIM_377 : FILEMOB #17 ///////////////////////// APR_23
AIM_376 : FILEMOB #16 ///////////////////////// APR_22
AIM_375 : FILEMOB #15 ///////////////////////// APR_21
AIM_374 : FILEMOB #14 APR_20
AIM_373 : FILEMOB #13 :-----------------------: APR_19
AIM_372 : FILEMOB #12 APR_18
AIM_371 : FILEMOB #11 :-----------------------: APR_17
AIM_370 : FILEMOB #10 APR_16
AIM_369 : FILEMOB #9 :-----------------------: APR_15
AIM_368 : FILEMOB #8 APR_14
AIM_367 : FILEMOB #7 :-----------------------: APR_13
AIM_366 : FILEMOB #6 APR_12
AIM_365 : FILEMOB #5 :-----------------------: APR_11
AIM_364 : FILEMOB #4 ::::: APR_10
AIM_363 : FILEMOB #3 ::::: APR_09
AIM_362 : FILEMOB #2 ::::: APR_08
AIM_361 : FILEMOB #1 ::::: APR_07
AIM_360 : HOWORLD #0 ::::: APR_06
AIM_359 : Heroku To Google App Engine #14 ::::: APR_05
AIM_358 : Heroku To Google App Engine #13 ::::: APR_04
AIM_357 : Heroku To Google App Engine #12 ::::: APR_03
AIM_356 : Heroku To Google App Engine #11 ::::: APR_02
AIM_355 : Heroku To Google App Engine #10 ::::: APR_01
AIM_354 : Heroku To Google App Engine #9 ::::: MAR_31
AIM_353 : Heroku To Google App Engine #8 ::::: MAR_30
AIM_352 : Heroku To Google App Engine #7 ::::: MAR_29
AIM_351 : Heroku To Google App Engine #6 ::::: MAR_28
AIM_350 : Heroku To Google App Engine #5 ::::: MAR_27
AIM_349 : Heroku To Google App Engine #4 ::::: MAR_26
AIM_348 : Heroku To Google App Engine #3 ::::: MAR_25
AIM_347 : Heroku To Google App Engine #2 ::::: MAR_24
AIM_346 : Heroku To Google App Engine #1 ::::: MAR_23
AIM_345 : SATS - P64 ::::: MAR_22
AIM_344 : SATS - P63 :----------------------: MAR_21
AIM_343 : SATS - P62 :----------------------: MAR_20
AIM_342 : SATS - P61 :----------------------: MAR_19
AIM_341 : SATS - P60 :----------------------: MAR_18
AIM_340 : SATS - P59 :----------------------: MAR_17
AIM_339 : SATS - P58 :----------------------: MAR_16
AIM_338 : SATS - P57 :----------------------: MAR_15
AIM_337 : SATS - P56 :----------------------: MAR_14
AIM_336 : SATS - P55 :----------------------: MAR_13
AIM_335 : SATS - P54 :----------------------: MAR_12
AIM_334 : SATS - P53 :::::::::::::::::::::::: MAR_11
AIM_333 : SATS - P52 :::::::::::::::::::::::: MAR_10
AIM_332 : SATS - P51 :::::::::::::::::::::::: MAR_09
AIM_331 : SATS - P50 :::::::::::::::::::::::: MAR_08
AIM_330 : SATS - P49 :::::::::::::::::::::::: MAR_07
AIM_329 : SATS - P48 :::::::::::::::::::::::: MAR_06
AIM_328 : SATS - P47 :::::::::::::::::::::::: MAR_05
AIM_327 : SATS - P46 :::::::::::::::::::::::: MAR_04
AIM_326 : SATS - P45 :::::::::::::::::::::::: MAR_03
AIM_325 : SATS - P44 :::::::::::::::::::::::: MAR_02
AIM_324 : SATS - P43 :::::::::::::::::::::::: MAR_01
AIM_323 : SATS - P42 :::::::::::::::::::::::: FEB_28
AIM_322 : SATS - P41 :::::::::::::::::::::::: FEB_27
AIM_321 : SATS - P40 :::::::::::::::::::::::: FEB_26
AIM_320 : SATS - P39 :::::::::::::::::::::::: FEB_25
AIM_319 : SATS - P38 :::::::::::::::::::::::: FEB_24
AIM_318 : SATS - P37 :::::::::::::::::::::::: FEB_23
AIM_317 : SATS - P36 :::::::::::::::::::::::: FEB_22
AIM_316 : SATS - P35 :::::::::::::::::::::::: FEB_21
AIM_315 : SATS - P34 :::::::::::::::::::::::: FEB_20
AIM_314 : SATS - P33 :::::::::::::::::::::::: FEB_19
AIM_313 : SATS - P32 :::::::::::::::::::::::: FEB_18
AIM_312 : SATS - P31 :::::::::::::::::::::::: FEB_17
AIM_311 : SATS - P30 :::::::::::::::::::::::: FEB_16
AIM_310 : SATS - P29 :::::::::::::::::::::::: FEB_15
AIM_309 : SATS - P28 :::::::::::::::::::::::: FEB_14
AIM_308 : SATS - P27 :::::::::::::::::::::::: FEB_13
AIM_307 : SATS - P26 :::::::::::::::::::::::: FEB_12
AIM_306 : SATS - P25 :::::::::::::::::::::::: FEB_11
AIM_305 : SATS - P24 ::::::::::::::::::::::: FEB_10
AIM_304 : SATS - P23 FEB_09
AIM_303 : SATS - P22 ::::::::::::::::::::::: FEB_08
AIM_302 : SATS - P21 FEB_07
AIM_301 : SATS - P20 ::::::::::::::::::::::: FEB_06
AIM_300 : NEXT_PLAYLIST :::::::::::::::: FEB_05
AIM_299 : SATS - P19 :::::::::::::::: FEB_04
AIM_298 : SATS - P18 :::::::::::::::: FEB_03
AIM_297 : SATS - P17 :::::::::::::::: FEB_02
AIM_296 : SATS - P16 :::::::::::::::: FEB_01
AIM_295 : SATS - P15 :::::::::::::::: JAN_31
AIM_294 : SATS - P14 :::::::::::::::: JAN_30
AIM_293 : SATS - PART 13 :::::::::::::::: JAN_29
AIM_292 : S.A.T.S. - PART 12 :::::::::::::::: JAN_28
AIM_291 : S. A. T. S. - PART 11 :::::::::::::::: JAN_27
AIM_290 : S****** A. T. S. - PART 10 JAN_26 3PM
AIM_289 : S****** A*** T. S. - PART 9 JAN_25 3PM
AIM_288 : S****** A*** T*** S. - PART 8 JAN_24 3PM
AIM_287 : S****** A*** T*** S***** - PART 7 JAN_23 3PM
AIM_286 : Simpler A*** T*** S***** - PART 6 JAN_22 3PM
AIM_285 : Simpler Auto T*** S***** - PART 5 JAN_21 3PM
AIM_284 : Simpler Auto Tile S***** - PART 4 JAN_20 3PM
AIM_283 : Simpler Auto Tile Shader - PART 3 JAN_19 3PM
AIM_282 : Simpler Auto Tile Shader - PART 2 JAN_18 3PM
AIM_281 : Simpler Auto Tile Shader - PART 1 JAN_17 3PM
AIM_280 : A.T.S. - P30 : Inner Drop Shadow JAN_16 3PM
AIM_279 : A.T.S. - P29 : Seizure Warning JAN_15 3PM
AIM_278 : A.T.S. - P28 : R.M.T. - P3 JAN_14 3PM
AIM_277 : A.T.S. - P27 : R.M.T. - P2 JAN_13 3PM
AIM_276 : A.T.S. - P26 : Ring Mapped Tiles JAN_12 3PM
AIM_275 : A.T.S. - P25 : Scary Refactor JAN_11 3PM
AIM_274 : A.T.S. - P24 : Remix Table BugFix JAN_10 3PM
AIM_273 : A.T.S. - P23 : D10 _NOT_ D20 JAN_09 3PM
AIM_272 : A.T.S. - P22 : Select u_5x5's Bit JAN_08 3PM
AIM_271 : A.T.S. - P21 : D20 Lookup Table JAN_07 3PM
AIM_270 : A.T.S. - P20 : Grab 5x5 Graphic JAN_06 3PM
AIM_269 : A.T.S. - P19 : Fourset Remix Tables JAN_05 3PM
AIM_268 : A.T.S. - P18 : Tile Brush Controls JAN_04 3PM
AIM_267 : A.T.S. - P17 : Rendering Tile Colors JAN_03 3PM
AIM_266 : A.T.S. - P16 : Tile Color Tables JAN_02 3PM
AIM_265 : Auto Tiling Shader - P15 JAN_01 3PM
AIM_264 : Auto Tiling Shader - P14 DEC_31 3PM
AIM_263 : Auto Tiling Shader - P13 DEC_30 3PM
AIM_262 : Auto Tiling Shader - P12 DEC_29 3PM
AIM_261 : Auto Tiling Shader - P11 DEC_28 3PM
AIM_260 : Auto Tiling Shader - P10 DEC_27 3PM
AIM_259 : Auto Tiling Shader - P9 DEC_26 3PM
AIM_258 : Auto Tiling Shader - P8 DEC_25 3PM
AIM_257 : Auto Tiling Shader - P7 DEC_24 3PM
AIM_256 : Auto Tiling Shader - P6 DEC_23 3PM
AIM_255 : Auto Tiling Shader - P5 DEC_22 3PM
AIM_254 : Auto Tiling Shader - P4 DEC_21 3PM
AIM_253 : Auto Tiling Shader - P3 DEC_20 3PM
AIM_252 : Auto Tiling Shader - P2 DEC_19 3PM
AIM_251 : Auto Tiling Shader - P1 DEC_18 3PM
AIM_250 : Meta-Coding GLSL Array DEC_17 3PM
AIM_249 : ArtGirl Pre-Processing DEC_16 3PM
AIM_248 : Am I The Idiot ? ( Yes ) DEC_15 3PM
AIM_247 : Uint32 Data Corruption ? - P1 DEC_14 3PM
AIM_246 : ArtDude UnitTest - P5 DEC_13 3PM
AIM_245 : ArtDude UnitTest - P4 DEC_12 3PM
AIM_244 : ArtDude UnitTest - P3 DEC_11 3PM
AIM_243 : ArtDude UnitTest - P2 DEC_10 3PM
AIM_242 : ArtDude UnitTest - P1 DEC_09 3PM
AIM_241 : ( UDESIGN,F16 )TO( BINFOUR ) DEC_08 3PM
AIM_240 : ARTDUDE INI DEC_07 3PM
AIM_239 : FOURSET Stub DEC_06 3PM
AIM_238 : ARTDUDE Gets Assets DEC_05 3PM
AIM_237 : Optimized Tile Setting - BUGHUNT DEC_04 3PM
AIM_236 : Optimized Tile Setting - P7 DEC_03 3PM
AIM_235 : Optimized Tile Setting - P6 DEC_02 3PM
AIM_234 : Optimized Tile Setting - P5 DEC_01 3PM
AIM_233 : Optimized Tile Setting - P4 NOV_30 3PM
AIM_232 : Optimized Tile Setting - P3 NOV_29 3PM
AIM_231 : Quick Fix Alert NOV_28 3PM
AIM_230 : REFACTOR : GPUDATA & GPUSYNC - P5 NOV_27 3PM
AIM_229 : REFACTOR : GPUDATA & GPUSYNC - P4 NOV_26 3PM
AIM_228 : REFACTOR : GPUDATA & GPUSYNC - P3 NOV_25 3PM
AIM_227 : REFACTOR : GPUDATA & GPUSYNC - P2 NOV_24 3PM
AIM_226 : REFACTOR : GPUDATA & GPUSYNC - P1 NOV_23 3PM
AIM_225 : Optimized Tile Setting - P2 NOV_22 3PM
AIM_224 : Optimized Tile Setting - P1 NOV_21 3PM
AIM_223 : Tile Strokes NOV_20 3PM
AIM_222 : Is Mouse Down ? NOV_19 3PM
AIM_221 : Tutorial Startup Mode NOV_18 3PM
AIM_220 : KeyEmma Funcs NOV_17 3PM
AIM_219 : KeyEmma NOV_16 3PM
AIM_218 : Startup Modes NOV_15 3PM
AIM_217 : NEVERNO NOV_14 3PM
AIM_216 : BinFont Glyph Stamp - P6 NOV_13 3PM
AIM_215 : String To Ascii ( F_STR_ASC ) NOV_12 3PM
AIM_214 : Next Power Of 2 ( F_NEX_PO2 ) NOV_11 3PM
AIM_213 : BinFont Glyph Stamp - P5 NOV_10 3PM
AIM_212 : BinFont Glyph Stamp - P4 NOV_09 3PM
AIM_211 : BinFont Glyph Stamp - P3 NOV_08 3PM
AIM_210 : BinFont Glyph Stamp - P2 NOV_07 3PM
AIM_209 : BinFont Glyph Stamp - P1 NOV_06 3PM
AIM_208 : Binfont LUT NOV_05 3PM
AIM_207 : Binfont Constants NOV_04 3PM
AIM_206 : UPNG Cut+Paste NOV_03 3PM
AIM_205 : Numpad Detect Util Func NOV_02 3PM
AIM_204 : Put Tile BugFix - P6 NOV_01 3PM
AIM_203 : Put Tile BugFix - P5 OCT_31 3PM
AIM_202 : Put Tile BugFix - P4 OCT_30 3PM
AIM_201 : PLAYLIST PREVIEW VIDEO OCT_29 3PM
AIM_200 : SEE NEXT PLAYLIST VIDEO OCT_28 3PM
AIM_199 : Put Tile Bugfix - P3 : OCT_27 3PM
AIM_198 : Put Tile Bugfix - P2 : OCT_26 3PM
AIM_197 : Put Tile BugFix - P1 OCT_25 3PM
AIM_196 : Render Layer Colors - P3 OCT_24 3PM
AIM_195 : Render Layer Colors - P2 OCT_23 3PM
AIM_194 : Render Layer Colors - P1 OCT_22 3PM
AIM_193 : Render Tile Inset - P3 OCT_21 3PM
AIM_192 : Render Tile Inset - P2 OCT_20 3PM
AIM_191 : Render Tile Inset - P1 OCT_19 3PM
AIM_190 : Void Room Render - P2 OCT_18 3PM
AIM_189 : Void Room Render - P1 OCT_17 3PM
AIM_188 : Konamic Window - P2 OCT_16 3PM
AIM_187 : Konamic Window - P1 OCT_15 3PM
AIM_186 : Konami C - P4 OCT_14 3PM
AIM_185 : Pix2048 B4 ArtGirl OCT_13 3PM
AIM_184 : PIX2048 Ticker OCT_12 3PM
AIM_183 : PIX2048 MemSet OCT_11 3PM
AIM_182 : Konami C - P3 OCT_10 3PM
AIM_181 : Konami C - P2 OCT_09 3PM
AIM_180 : Konami C - P1 OCT_08 3PM
AIM_179 : Render Tiles - P5 OCT_07 3PM
AIM_178 : Render Tiles - P4 OCT_06 3PM
AIM_177 : Render Tiles - P3 OCT_05 3PM
AIM_176 : Render Tiles - P2 OCT_04 3PM
AIM_175 : Render Tiles - P1 OCT_03 3PM
AIM_174 : Initial Texture Upload OCT_02 3PM
AIM_173 : Texture Sampler Uniform OCT_01 3PM
AIM_172 : Tile MetaData SEP_30 3PM
AIM_171 : Bug Fix : DPC Calcs SEP_29 3PM
AIM_170 : Put Tile Click SEP_28 3PM
AIM_169 : Cursor Tweeks SEP_27 3PM
AIM_168 : TileBoi - P8 SEP_26 3PM
AIM_167 : TileBoi - P7 SEP_25 3PM
AIM_166 : TileBoi - P6 SEP_24 3PM
AIM_165 : TileBoi - P5 SEP_23 3PM
AIM_164 : TileBoi - P4 SEP_22 3PM
AIM_163 : TileBoi - P3 SEP_21 3PM
AIM_162 : TileBoi - P2 SEP_20 3PM
AIM_161 : TileBoi - P1 SEP_19 3PM
AIM_160 : Master Memory Layout SEP_18 3PM
AIM_159 : Tile Data Layout SEP_17 3PM
AIM_158 : PIX2048 Explained SEP_16 L_15
AIM_157 : REFACTOR : Mouse And Tile Vars SEP_16 L_14
AIM_156 : TileBoi + Pix2048 + Pix0512 SEP_16 L_13
AIM_155 : Active Tile - P6 SEP_15 L_12
AIM_154 : Active Tile - P5 SEP_15 L_11
AIM_153 : Active Tile - P4 SEP_15 L_10
AIM_152 : Active Tile - P3 SEP_14 L_09
AIM_151 : Active Tile - P2 SEP_14 L_08
AIM_150 : Active Tile - P1 SEP_14 L_07
AIM_149 : Mouse - P9 SEP_13 L_06
AIM_148 : Mouse - P8 SEP_13 L_05
AIM_147 : Mouse - P7 <-- Shader Code Here SEP_13 L_04
AIM_146 : Mouse - P6 SEP_12 L_03
AIM_145 : Mouse - P5 SEP_12 L_02
AIM_144 : Mouse - P4 SEP_12 L_01
AIM_143 : Mouse - P3 SEP_11 L_21
AIM_142 : Mouse - P2 SEP_11 L_20
AIM_141 : Mouse - P1 SEP_11 L_19
AIM_140 : Retro Active Commentary - P2 SEP_10 L_18
AIM_139 : Retro Active Commentary - P1 SEP_10 L_17
AIM_138 : Remove Scrollbars SEP_10 L_16
AIM_137 : Zoom Extents - P3 SEP_09 L_15
AIM_136 : Zoom Extents - P2 SEP_09 L_14
AIM_135 : Zoom Extents - P1 SEP_09 L_13
AIM_134 : Camera Bugs - P2 SEP_08 L_12
AIM_133 : Camera Bugs - P1 SEP_08 L_11
AIM_132 : SexyCam - P8 SEP_08 L_10
AIM_131 : SexyCam - P7 SEP_07 L_09
AIM_130 : SexyCam - P6 SEP_07 L_08
AIM_129 : SexyCam - P5 SEP_07 L_07
AIM_128 : SexyCam - P4 SEP_06 L_06
AIM_127 : SexyCam - P3 SEP_06 L_05
AIM_126 : SexyCam - P2 SEP_06 L_04
AIM_125 : SexyCam - P1 SEP_05 L_03
AIM_124 : Cam OOB Feedback - P4 SEP_05 L_02
AIM_123 : Cam OOB Feedback - P3 SEP_05 L_01
AIM_122 : Cam OOB Feedback - P2 SEP_04 L_21
AIM_121 : Cam OOB Feedback - P1 SEP_04 L_20
AIM_120 : Camera Bugs - P3 SEP_04 L_19
AIM_119 : Camera Bugs - P2 SEP_03 L_18
AIM_118 : Camera Bugs - P1 SEP_03 L_17
AIM_117 : High Level Zoom SEP_03 L_16
AIM_116 : LOW LEVEL PANNING sep_02 L_15
AIM_115 : CAMERAH - P8 <-- Keyboard Wireup sep_02 L_14
AIM_114 : CAMERAH - P7 <-- Arrow Key Detection sep_02 L_13
AIM_113 : CAMERAH - P6 SEP_01 L_12
AIM_112 : CAMERAH - P5 SEP_01 L_11
AIM_111 : CAMERAH - P4 SEP_01 L_10
AIM_110 : CAMERAH - P3 aug_31 L_09
AIM_109 : CAMERAH - P2 aug_31 L_08
AIM_108 : CAMERAH - P1 aug_31 L_07
AIM_107 : Gaze Into The Void - Part - 008 AUG_30 L_06
AIM_106 : Gaze Into The Void - Part - 007 AUG_30 L_05
AIM_105 : Gaze Into The Void - Part - 006 AUG_30 L_04
AIM_104 : Gaze Into The Void - Part - 005 aug_29 L_03
AIM_103 : Gaze Into The Void - Part - 004 aug_29 L_02
AIM_102 : Gaze Into The Void - Part - 003 aug_29 L_01
AIM_101 : Summary Placeholder AUG_28 L_21
AIM_100 : NEXT PLAYLIST AUG_28 L_20
AIM_099 : Gaze Into The Void - Part - 002 AUG_28 L_19
AIM_098 : Gaze Into The Void - Part - 001
AIM_097 : Camera Mapping Math - Part - 004
AIM_096 : Camera Mapping Math - Part - 003
AIM_095 : Camera Mapping Math - Part - 002
AIM_094 : Camera Mapping Math - Part - 001
AIM_093 : Camera Uniforms - Part - 005
AIM_092 : Camera Uniforms - Part - 004
AIM_091 : Camera Uniforms - Part - 003
AIM_090 : Camera Uniforms - Part - 002
AIM_089 : Camera Uniforms - Part - 001
AIM_088 : Camera Rectangles
AIM_087 : Empty Space Dimensions
AIM_086 : Flashing Gradient Shader
AIM_085 : Setting up[ d_tik ]
AIM_084 : Hype Train Hotel13
AIM_083 : https://youtu.be/7rf561d3pec 2022_08_17 : 9AM
AIM_082 : https://youtu.be/XZI5L3hu31c 2022_08_17 : 8AM
AIM_081 : https://youtu.be/pt2HCw9Xdzg 2022_08_17 : 7AM
AIM_080 : https://youtu.be/mNosyUSyp4Y 2022_08_17 : 6AM
AIM_079 : https://youtu.be/I8XMQLK20Ig 2022_08_17 : 5AM
AIM_078 : https://youtu.be/D249cu6TSYU 2022_08_17 : 4AM
AIM_077 : https://youtu.be/R1JuiF-0OYI 2022_08_17 : 3AM
AIM_076 : https://youtu.be/XuIpRp3oI2Q 2022_08_17 : 2AM
AIM_075 : https://youtu.be/aOoLze5laQ4 2022_08_17 : 1AM
AIM_074 : https://youtu.be/YfzCl_VdPF4 2022_08_17 :12AM
AIM_073 : https://youtu.be/hOV-SLDZFSE 2022_08_16 :11PM
AIM_072 : https://youtu.be/2DdIkBcq5_g 2022_08_16 :10PM
AIM_071 : https://youtu.be/3Q4Nqnb4ncs 2022_08_16 : 9PM
AIM_070 : https://youtu.be/iXBLmE57AoQ 2022_08_16 : 8PM
AIM_069 : https://youtu.be/oDSAgLoF-iw 2022_08_16 : 7PM
AIM_068 : https://youtu.be/-3SJWqKq4Aw 2022_08_16 : 6PM
AIM_067 : https://youtu.be/_IkHl2BYGGg 2022_08_16 : 5PM
AIM_066 : https://youtu.be/AYP0tt7y08k 2022_08_16 : 4PM
AIM_065 : https://youtu.be/AuQUf-nMMJw 2022_08_16 : 3PM
AIM_064 : https://youtu.be/qeOMqjL50rY 2022_08_16 : 2PM
AIM_063 : https://youtu.be/ez5Oytxf-RM 2022_08_16 : 1PM
AIM_062 : https://youtu.be/62mmcLvKNDc 2022_08_16 :12PM
AIM_061 : https://youtu.be/711LEOLKbXs 2022_08_16 :11AM
AIM_060 : https://youtu.be/kw91K2QvSkA 2022_08_16 :10AM
AIM_059 : https://youtu.be/ltO_xkzH2mc 2022_08_16 : 9AM
AIM_058 : https://youtu.be/0oIt_4_XJd4 2022_08_16 : 8AM
AIM_057 : https://youtu.be/-xX8D-O4cCQ 2022_08_16 : 7AM
AIM_056 : https://youtu.be/pln6iBLmQ8g 2022_08_16 : 6AM
AIM_055 : https://youtu.be/opedUKFY9kc 2022_08_16 : 5AM
AIM_054 : https://youtu.be/6oS5hqlTn1E 2022_08_16 : 4AM
AIM_053 : https://youtu.be/gASVvsLSLwI 2022_08_16 : 3AM
AIM_052 : https://youtu.be/h5STTrppabM 2022_08_16 : 2AM
AIM_051 : https://youtu.be/h3iyVS7C3Vk 2022_08_16 : 1AM
AIM_050 : https://youtu.be/7ULu40zItdg 2022_08_16 :12AM
AIM_049 : https://youtu.be/3uyKsdtx6YU 2022_08_15 :11PM
AIM_048 : https://youtu.be/Z_IGcbBf3g0 2022_08_15 :10PM
AIM_047 : https://youtu.be/0Txp52l8OcA 2022_08_15 : 9PM
AIM_046 : https://youtu.be/CLiTNG22B6o 2022_08_15 : 8PM
AIM_045 : https://youtu.be/mi-pwJeJ_0Q 2022_08_15 : 7PM
AIM_044 : https://youtu.be/JTZ0WIyKI2k 2022_08_15 : 6PM
AIM_043 : https://youtu.be/5iz4xa09B7g 2022_08_15 : 5PM
AIM_042 : https://youtu.be/6S-CDG0mEUo 2022_08_15 : 4PM
AIM_041 : https://youtu.be/itlpk684WlA 2022_08_15 : 3PM
AIM_040 : https://youtu.be/gEi_320ZV9M 2022_08_15 : 2PM
AIM_039 : https://youtu.be/w3n-c0HiF_0 2022_08_15 : 1PM
AIM_038 : https://youtu.be/AXAmsaZ9uFE 2022_08_14 : 0600 PM
AIM_037 : https://youtu.be/6XmI-_st0IU 2022_08_14 : 0500 PM
AIM_036 : https://youtu.be/RuHfVGehbZ4 2022_08_14 : 0400 PM
AIM_035 : https://youtu.be/X7F6AVT74B4 2022_08_14 : 0300 PM
AIM_034 : https://youtu.be/PFP5VnL24iQ 2022_08_14 : 0200 PM
AIM_033 : https://youtu.be/lIdCSEyysYY 2022_08_14 : 0100 PM
AIM_032 : https://www.youtube.com/watch?v=nRMMO13umjM
AIM_031 : https://www.youtube.com/watch?v=W01Kn1YHgR4
AIM_030 : https://www.youtube.com/watch?v=HoQpdTyg4lc
AIM_029 : https://www.youtube.com/watch?v=-pg_aGkV2dk
AIM_028 : https://www.youtube.com/watch?v=n8uKGXQCS8Q
AIM_027 : https://www.youtube.com/watch?v=nJNASF1qgao
AIM_026 : https://www.youtube.com/watch?v=LXRYtztee30
AIM_025 : https://www.youtube.com/watch?v=8BqBd5yM8yk
AIM_024 : https://www.youtube.com/watch?v=zGpL-sRkZms
AIM_023 : https://www.youtube.com/watch?v=XDYpgzdshy0
AIM_022 : https://www.youtube.com/watch?v=nuTR91HXC4Y
AIM_021 : https://www.youtube.com/watch?v=wZPoJ74IiSc
AIM_020 : https://www.youtube.com/watch?v=NAYAGqt-L3g
AIM_019 : https://www.youtube.com/watch?v=8MjyPexjhCw
AIM_018 : https://www.youtube.com/watch?v=S53Sq3AkQSc
AIM_017 : https://www.youtube.com/watch?v=4ZYcrHMPl7s
AIM_016 : https://www.youtube.com/watch?v=Am2Ive77w6s
AIM_015 : https://www.youtube.com/watch?v=2XOQSV4k6h0
AIM_014 : https://www.youtube.com/watch?v=32nCWzAHCtw
AIM_013 : https://www.youtube.com/watch?v=MUFZPoysKSw
AIM_012 : https://www.youtube.com/watch?v=qtwgID5EzQM
AIM_011 : https://www.youtube.com/watch?v=_UdyaGV0o9k
AIM_010 : https://www.youtube.com/watch?v=KTUdz_fYmKw
AIM_009 : https://www.youtube.com/watch?v=P1lwqH7SfNw
AIM_008 : https://www.youtube.com/watch?v=VT4HPe2fLt4
AIM_007 : https://www.youtube.com/watch?v=Yc2ZUcjBc_o
AIM_006 : https://www.youtube.com/watch?v=M8b6kfZALaE
AIM_005 : https://www.youtube.com/watch?v=GUb6kkmqqxM
AIM_004 : https://www.youtube.com/watch?v=3admjYLiOKc
AIM_003 : https://www.youtube.com/watch?v=1zVe_DlRhGs
AIM_002 : https://www.youtube.com/watch?v=hwsRcixwCRI
AIM_001 : https://www.youtube.com/watch?v=LtjncLE8eCA
//:=====================================:_MASTER_VIDEO_INDEX_://
//:_TRIPLE_PLAYLIST_:========================================://
All of these videos are filmed 3 times in a row.
ADVANCED_PLAYLISTS :
www.tinyurl.com/KANJI-001
www.tinyurl.com/KANJI-002
www.tinyurl.com/KANJI-003
www.tinyurl.com/KANJI-004
www.tinyurl.com/KANJI-005
www.tinyurl.com/KANJI-006
www.tinyurl.com/KANJI-007
www.tinyurl.com/KANJI-008
www.tinyurl.com/KANJI-009
www.tinyurl.com/KANJI-010
INTERMEDIARY_PLAYLISTS :
www.tinyurl.com/NINJA-001
www.tinyurl.com/NINJA-002
www.tinyurl.com/NINJA-003
www.tinyurl.com/NINJA-004
www.tinyurl.com/NINJA-005
www.tinyurl.com/NINJA-006
www.tinyurl.com/NINJA-007
www.tinyurl.com/NINJA-008
www.tinyurl.com/NINJA-009
www.tinyurl.com/NINJA-010
TECH_DEMO_ONLY_PLAYLISTS :
www.tinyurl.com/WEEBU-001
www.tinyurl.com/WEEBU-002
www.tinyurl.com/WEEBU-003
www.tinyurl.com/WEEBU-004
www.tinyurl.com/WEEBU-005
www.tinyurl.com/WEEBU-006
www.tinyurl.com/WEEBU-007
www.tinyurl.com/WEEBU-008
www.tinyurl.com/WEEBU-009
www.tinyurl.com/WEEBU-010
//:========================================:_TRIPLE_PLAYLIST_://
//:_HOW_MANY_MONTHS_:========================================://
JAN : 31
FEB : 28
MAR : 31
APR : 30
MAY : 31
JUN : 30
JUL : 31
AUG : 31
SEP : 30
OCT : 31
NOV : 30
DEC : 31
//:========================================:_HOW_MANY_MONTHS_://
AIM Game Engine offers a one-of-a-kind documentation approach that sets it apart from other game engines. The engine is meticulously documented using a combination of code deltas, video numbering, and multiple YouTube channels, providing comprehensive insights into its development process. Here's how it works:
Every line of code added or altered during a given code delta is marked with a unique code delta number in the comments. The code deltas are designed to be small and can be reviewed in under 2 minutes and 33 seconds. This ensures that each code delta remains focused and digestible.
The code delta markers for videos 1 through 999 follow the format of [001] to [999]. For videos in the 1,000s, the code delta markers are in the format of [1_000] to [9_999]. This numbering system allows for easy referencing and tracking of specific code changes.
To complement the code deltas, three separate YouTube playlists are created on three different channels to provide different perspectives and content coverage. Here's an overview of the playlists:
-
WeebCoder Playlist on WeebCoder Channel: The WeebCoder playlist showcases what the engine currently looks like and provides insights into game design and development. These videos are unscripted and offer a raw glimpse into the engine's progress. While the visuals might not change significantly from video to video due to the small code deltas, there are hidden gems and entertaining moments worth exploring. Feel free to watch a few random videos from this playlist.
- WeebCoder Playlist: youtube.com/@WeebCoder
-
NinjaCoder Playlist on KanjiCoder_NinjaCoder Channel: The NinjaCoder playlist offers in-depth code reviews of the latest code deltas. Each video is limited to a maximum of 15 minutes to ensure concise and articulate explanations. This playlist is ideal for beginner programmers or those looking for detailed insights into the engine's development process.
- NinjaCoder Playlist: youtube.com/@KanjiCoder_NinjaCoder
-
KanjiCoder Playlist on KanjiCoder Channel: The KanjiCoder playlist provides short documentation videos, often referred to as "code review speed runs." These videos offer quick overviews of the code deltas with a focus on concision. They are aimed at novice to expert programmers and can be quite confusing if not watched in order since I invent a lot of my own terminology. The unique problem domain of this engine necessitates the creation of specific terminology. The KanjiCoder channel also releases "YouTube Shorts" whenever visually interesting code deltas are discovered. These shorts have dual serial numbers, one being the official master code delta (e.g., "AIM_###") and the other indicating the video format (e.g., "VER_###" for vertical or "HOR_###" for horizontal). The goal is to create a library of short videos under 5 seconds, which can be later compiled into a "Normal Speed Engine Development Time Lapse" to showcase the engine's evolution.
- KanjiCoder Playlist: youtube.com/@KanjiCoder
Additionally, periodic 1-hour tech demos are conducted on Twitch, where you have the opportunity to ask any questions you may have. These interactive sessions provide a deeper understanding of AIM Game Engine and allow you to engage directly with the developer.
Stay tuned for updates on the Twitch schedule and join the live sessions to delve deeper into the engine's capabilities.
To explore the unique documentation of AIM Game Engine, visit the following YouTube channels and playlists:
- WeebCoder Playlist: youtube.com/@WeebCoder
- NinjaCoder Playlist: youtube.com/@KanjiCoder_NinjaCoder
- KanjiCoder Playlist: youtube.com/@KanjiCoder
Feel free to immerse yourself in the code deltas, code reviews, and short documentation videos, and gain a deeper understanding of AIM Game Engine's development process.
Happy exploring and happy coding!