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a few good reasons to have a deterministic particle system that integrates final particle positions at the time of render instead of updating with time deltas:

- you can play it backwards
- it's completely framerate independent
- you can dynamically adjust the particle count without changing the particle shape
- particles will always behave consistently in game state replays, etc.
- can be done completely on the GPU

only real drawback is world space particle movement becomes more complicated

can anyone recommend any good audio/sfx design talks?

i was too lazy to write an editor for my game's effects system, so just made them reload on file change and live editing effects in JSON and seeing it live reload in the game might actually be better (and infinitely easier) than having a bespoke editor

Short blog post about "Everybody Wants to Crank the World", a #playdate #demoscene demo I made recently aras-p.info/blog/2024/05/20/Cr

Calculating only some pixels both spatially and temporally is pretty much the same as DLSS, right? :P

i wrote sea floor elevation, added a bump mapped render and put together a live demo of the reverse elevation and waterway technique!

folks supporting me on patreon can see it here (there's a link to the live demo and a password for you in the devlog):

patreon.com/posts/roguelike-de

After many optimisations of my 6502 code, a smaller landscape (88x48 wide pixels) runs at 25fps, while a larger landscape (128x48 wide pixels) runs at ~13fps on a stock Acorn Electron

HEY!
@gwenprime will be demo'ing our next skillshare livestream.

The topic is in hosting a multi-user livestream with OBS Studio and the very-cool vdo.ninja. These tools let you arrange the video and audio feeds from multiple laptops into one great looking stream all over the internet.

Come learn with us Tuesday May 14th at 5:00pm EDT

lospec jam 

terrain! sheepies wont cross the blue lines (and eventually neither will the dog lol). also uh ignore the one sheep that goes crazy and bounces around lol.

this will be the basis of the level design, the idea being you need to herd the sheep into areas.

as is its pretty hard to get them to go into a fenced off area and stay there though, so i think i might need something like "regions" they are attracted to.

live up at x.nas.sr/lospec-2/, probably the last update for today

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To celebrate Ascension day - Jesus vs. Dinosaurs has been released on itch.io. grapefrukt.itch.io/jesus-vs-di

Me and @grapefrukt made this game back in ... 2011 ... and then buried it. It has finally been resurrected.

added a console to my game cause i needed it for something and it was faster and easier to just have it execute Lua in the game's Lua state with the added bonus of being able to call any of the game's Lua API functions live.

Tastebud Tap Dancer

You've been swallowed by a giant serpent but you're trying to make the best of it.

My entry for #tweettweetjam 9, written using exactly 500 characters for the source code.

Features:
* Some physics
* hearts that help you
* ninja stars that hurt you

Play it here: itch.io/jam/tweettweetjam-9/ra

Full source in reply.

#pico8 #sizecoding #tweetcart

Announcing the public launch of of Open Torment, a FOSS alternative to The Torment Nexus.

Finished up my post breaking down by Balatro-inspired spinning card #tweetcart

It is up on the @emma blog: blog.emma.coop/andy/balatro-in

Lots of example gifs and code. I'm very pleased with how many little tools and tricks I crammed into 279 bytes!

#pico8 #sizecoding

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coolkids.house

this is where the cool kids live