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		<title>tack.</title>
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		<description>Recent content on tack.</description>
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			<lastBuildDate>Fri, 08 May 2026 00:00:00 +0000</lastBuildDate>
		
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				<title>Image hotspots in Godot 4 with tack.</title>
				<link>https://tack.pics/articles/godot-image-hotspots/</link>
				<pubDate>Fri, 08 May 2026 00:00:00 +0000</pubDate>
				<guid>https://tack.pics/articles/godot-image-hotspots/</guid>
				<description>&lt;p&gt;We&amp;rsquo;re going to build a small interactive scene in Godot 4 around a pixel-art steam locomotive. Click the brass whistle and it toots. Click the cab door and a friendly engineer appears. Click the smokestack and pixel smoke drifts up out of the funnel.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&#34;finished-demo.png&#34; alt=&#34;The finished Godot scene — pixel-art tank engine with three runtime hotspots&#34;&gt;&lt;/p&gt;&#xA;&lt;!-- Optional: embedded video or animated GIF of the running scene. --&gt;&#xA;&lt;p&gt;The point of the exercise isn&amp;rsquo;t really the train. It&amp;rsquo;s a working pattern for &lt;strong&gt;defining clickable regions visually, exporting them as data, and turning that data into Godot&amp;rsquo;s native collision system at runtime&lt;/strong&gt;. Once you can do that, you can stop hand-building dozens of &lt;code&gt;CollisionPolygon2D&lt;/code&gt; nodes in the editor and start treating shape data like the asset it really is — version-controlled JSON that designers, tools, and code can all touch.&lt;/p&gt;</description>
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				<title>Interactive image hotspots in p5.js with tack.</title>
				<link>https://tack.pics/articles/p5js-interactive-hotspots/</link>
				<pubDate>Fri, 08 May 2026 00:00:00 +0000</pubDate>
				<guid>https://tack.pics/articles/p5js-interactive-hotspots/</guid>
				<description>&lt;p&gt;We&amp;rsquo;re going to build a small interactive p5.js sketch around a pixel-art steam locomotive. Click the brass whistle and it toots. Click the cab door and a friendly engineer appears, waving. Click the smokestack and a puff of pixel smoke drifts up out of the funnel.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&#34;finished-demo.png&#34; alt=&#34;The finished interactive sketch — a pixel-art tank engine with three clickable regions&#34;&gt;&lt;/p&gt;&#xA;&lt;!-- Optional: replace the static image above with an embedded live p5 sketch (an iframe or p5.js web editor embed) once the demo is hosted. --&gt;&#xA;&lt;p&gt;The point of the exercise isn&amp;rsquo;t really the train. It&amp;rsquo;s that p5.js gives you a fantastic playground for &lt;em&gt;responding&lt;/em&gt; to clicks, and tack. gives you a visual way to define &lt;em&gt;where&lt;/em&gt; those clicks should matter — without typing a single coordinate by hand.&lt;/p&gt;</description>
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